nir: Move st_nir_assign_var_locations() to common code
It isn't really doing anything Gallium-specific, and it's needed for handling component packing, overlapping, etc. Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl> Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
@@ -3143,6 +3143,11 @@ void nir_compact_varyings(nir_shader *producer, nir_shader *consumer,
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void nir_link_xfb_varyings(nir_shader *producer, nir_shader *consumer);
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bool nir_link_opt_varyings(nir_shader *producer, nir_shader *consumer);
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void nir_assign_io_var_locations(struct exec_list *var_list,
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unsigned *size,
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gl_shader_stage stage);
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typedef enum {
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/* If set, this forces all non-flat fragment shader inputs to be
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* interpolated as if with the "sample" qualifier. This requires
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@@ -970,3 +970,112 @@ nir_link_opt_varyings(nir_shader *producer, nir_shader *consumer)
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return progress;
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}
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/* TODO any better helper somewhere to sort a list? */
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static void
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insert_sorted(struct exec_list *var_list, nir_variable *new_var)
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{
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nir_foreach_variable(var, var_list) {
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if (var->data.location > new_var->data.location) {
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exec_node_insert_node_before(&var->node, &new_var->node);
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return;
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}
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}
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exec_list_push_tail(var_list, &new_var->node);
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}
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static void
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sort_varyings(struct exec_list *var_list)
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{
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struct exec_list new_list;
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exec_list_make_empty(&new_list);
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nir_foreach_variable_safe(var, var_list) {
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exec_node_remove(&var->node);
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insert_sorted(&new_list, var);
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}
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exec_list_move_nodes_to(&new_list, var_list);
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}
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void
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nir_assign_io_var_locations(struct exec_list *var_list, unsigned *size,
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gl_shader_stage stage)
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{
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unsigned location = 0;
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unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
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uint64_t processed_locs[2] = {0};
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sort_varyings(var_list);
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const int base = stage == MESA_SHADER_FRAGMENT ?
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(int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0;
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int UNUSED last_loc = 0;
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nir_foreach_variable(var, var_list) {
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const struct glsl_type *type = var->type;
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if (nir_is_per_vertex_io(var, stage)) {
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assert(glsl_type_is_array(type));
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type = glsl_get_array_element(type);
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}
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unsigned var_size = glsl_count_attribute_slots(type, false);
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/* Builtins don't allow component packing so we only need to worry about
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* user defined varyings sharing the same location.
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*/
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bool processed = false;
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if (var->data.location >= base) {
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unsigned glsl_location = var->data.location - base;
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for (unsigned i = 0; i < var_size; i++) {
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if (processed_locs[var->data.index] &
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((uint64_t)1 << (glsl_location + i)))
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processed = true;
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else
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processed_locs[var->data.index] |=
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((uint64_t)1 << (glsl_location + i));
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}
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}
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/* Because component packing allows varyings to share the same location
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* we may have already have processed this location.
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*/
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if (processed) {
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unsigned driver_location = assigned_locations[var->data.location];
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var->data.driver_location = driver_location;
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*size += glsl_count_attribute_slots(type, false);
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/* An array may be packed such that is crosses multiple other arrays
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* or variables, we need to make sure we have allocated the elements
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* consecutively if the previously proccessed var was shorter than
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* the current array we are processing.
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*
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* NOTE: The code below assumes the var list is ordered in ascending
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* location order.
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*/
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assert(last_loc <= var->data.location);
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last_loc = var->data.location;
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unsigned last_slot_location = driver_location + var_size;
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if (last_slot_location > location) {
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unsigned num_unallocated_slots = last_slot_location - location;
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unsigned first_unallocated_slot = var_size - num_unallocated_slots;
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for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) {
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assigned_locations[var->data.location + i] = location;
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location++;
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}
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}
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continue;
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}
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for (unsigned i = 0; i < var_size; i++) {
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assigned_locations[var->data.location + i] = location + i;
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}
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var->data.driver_location = location;
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location += var_size;
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}
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*size += location;
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}
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@@ -109,86 +109,6 @@ st_nir_assign_vs_in_locations(nir_shader *nir)
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}
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}
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static void
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st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
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gl_shader_stage stage)
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{
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unsigned location = 0;
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unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
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uint64_t processed_locs[2] = {0};
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const int base = stage == MESA_SHADER_FRAGMENT ?
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(int) FRAG_RESULT_DATA0 : (int) VARYING_SLOT_VAR0;
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int UNUSED last_loc = 0;
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nir_foreach_variable(var, var_list) {
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const struct glsl_type *type = var->type;
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if (nir_is_per_vertex_io(var, stage)) {
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assert(glsl_type_is_array(type));
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type = glsl_get_array_element(type);
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}
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unsigned var_size = type_size(type);
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/* Builtins don't allow component packing so we only need to worry about
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* user defined varyings sharing the same location.
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*/
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bool processed = false;
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if (var->data.location >= base) {
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unsigned glsl_location = var->data.location - base;
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for (unsigned i = 0; i < var_size; i++) {
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if (processed_locs[var->data.index] &
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((uint64_t)1 << (glsl_location + i)))
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processed = true;
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else
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processed_locs[var->data.index] |=
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((uint64_t)1 << (glsl_location + i));
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}
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}
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/* Because component packing allows varyings to share the same location
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* we may have already have processed this location.
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*/
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if (processed) {
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unsigned driver_location = assigned_locations[var->data.location];
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var->data.driver_location = driver_location;
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*size += type_size(type);
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/* An array may be packed such that is crosses multiple other arrays
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* or variables, we need to make sure we have allocated the elements
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* consecutively if the previously proccessed var was shorter than
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* the current array we are processing.
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*
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* NOTE: The code below assumes the var list is ordered in ascending
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* location order.
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*/
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assert(last_loc <= var->data.location);
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last_loc = var->data.location;
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unsigned last_slot_location = driver_location + var_size;
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if (last_slot_location > location) {
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unsigned num_unallocated_slots = last_slot_location - location;
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unsigned first_unallocated_slot = var_size - num_unallocated_slots;
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for (unsigned i = first_unallocated_slot; i < num_unallocated_slots; i++) {
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assigned_locations[var->data.location + i] = location;
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location++;
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}
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}
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continue;
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}
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for (unsigned i = 0; i < var_size; i++) {
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assigned_locations[var->data.location + i] = location + i;
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}
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var->data.driver_location = location;
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location += var_size;
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}
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*size += location;
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}
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static int
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st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
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const char *name)
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@@ -550,32 +470,6 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
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}
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}
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/* TODO any better helper somewhere to sort a list? */
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static void
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insert_sorted(struct exec_list *var_list, nir_variable *new_var)
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{
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nir_foreach_variable(var, var_list) {
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if (var->data.location > new_var->data.location) {
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exec_node_insert_node_before(&var->node, &new_var->node);
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return;
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}
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}
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exec_list_push_tail(var_list, &new_var->node);
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}
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static void
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sort_varyings(struct exec_list *var_list)
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{
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struct exec_list new_list;
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exec_list_make_empty(&new_list);
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nir_foreach_variable_safe(var, var_list) {
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exec_node_remove(&var->node);
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insert_sorted(&new_list, var);
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}
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exec_list_move_nodes_to(&new_list, var_list);
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}
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static void
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set_st_program(struct gl_program *prog,
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struct gl_shader_program *shader_program,
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@@ -914,32 +808,28 @@ st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
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/* Re-lower global vars, to deal with any dead VS inputs. */
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NIR_PASS_V(nir, nir_lower_global_vars_to_local);
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sort_varyings(&nir->outputs);
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st_nir_assign_var_locations(&nir->outputs,
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nir_assign_io_var_locations(&nir->outputs,
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&nir->num_outputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, &nir->outputs);
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} else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
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nir->info.stage == MESA_SHADER_TESS_CTRL ||
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nir->info.stage == MESA_SHADER_TESS_EVAL) {
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sort_varyings(&nir->inputs);
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st_nir_assign_var_locations(&nir->inputs,
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nir_assign_io_var_locations(&nir->inputs,
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&nir->num_inputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, &nir->inputs);
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sort_varyings(&nir->outputs);
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st_nir_assign_var_locations(&nir->outputs,
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nir_assign_io_var_locations(&nir->outputs,
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&nir->num_outputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, &nir->outputs);
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} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
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sort_varyings(&nir->inputs);
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st_nir_assign_var_locations(&nir->inputs,
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nir_assign_io_var_locations(&nir->inputs,
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&nir->num_inputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, &nir->inputs);
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st_nir_assign_var_locations(&nir->outputs,
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nir_assign_io_var_locations(&nir->outputs,
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&nir->num_outputs,
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nir->info.stage);
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} else if (nir->info.stage == MESA_SHADER_COMPUTE) {
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