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