radv: Set output driver locations for mesh shaders.

Ignore primitive count and indices which work differently.

Then, assign driver locations to per-vertex and per-primitive
outputs independently because we allocate separate LDS
areas for them.

Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Acked-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13580>
This commit is contained in:
Timur Kristóf
2021-10-28 21:09:46 +02:00
committed by Marge Bot
parent 11501fa686
commit e2df56f502

View File

@@ -2553,6 +2553,10 @@ radv_link_shaders(struct radv_pipeline *pipeline,
bool progress = nir_remove_unused_varyings(ordered_shaders[i], ordered_shaders[i - 1]);
nir_compact_varyings(ordered_shaders[i], ordered_shaders[i - 1], true);
if (ordered_shaders[i]->info.stage == MESA_SHADER_MESH) {
/* nir_compact_varyings can change the location of per-vertex and per-primitive outputs */
nir_shader_gather_info(ordered_shaders[i], nir_shader_get_entrypoint(ordered_shaders[i]));
}
if (ordered_shaders[i]->info.stage == MESA_SHADER_TESS_CTRL ||
(ordered_shaders[i]->info.stage == MESA_SHADER_VERTEX && has_geom_tess) ||
@@ -2596,6 +2600,38 @@ radv_set_driver_locations(struct radv_pipeline *pipeline, nir_shader **shaders,
}
}
if (shaders[MESA_SHADER_MESH]) {
nir_shader *ms = shaders[MESA_SHADER_MESH];
/* Mesh shader output driver locations are set separately for per-vertex
* and per-primitive outputs, because they are stored in separate LDS regions.
*/
uint64_t per_vertex_mask = ms->info.outputs_written & ~ms->info.per_primitive_outputs
& ~BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_COUNT)
& ~BITFIELD64_BIT(VARYING_SLOT_PRIMITIVE_INDICES);
uint64_t per_primitive_mask = ms->info.per_primitive_outputs & ms->info.outputs_written;
nir_foreach_shader_out_variable(var, shaders[MESA_SHADER_MESH])
{
/* NV_mesh_shader:
* These are not real outputs of the shader and require special handling.
* So it doesn't make sense to assign a driver location to them.
*/
if (var->data.location == VARYING_SLOT_PRIMITIVE_COUNT ||
var->data.location == VARYING_SLOT_PRIMITIVE_INDICES)
continue;
uint64_t loc_mask = u_bit_consecutive64(0, var->data.location);
if (var->data.per_primitive)
var->data.driver_location = util_bitcount64(per_primitive_mask & loc_mask);
else
var->data.driver_location = util_bitcount64(per_vertex_mask & loc_mask);
}
return;
}
if (!shaders[MESA_SHADER_VERTEX])
return;