zink: pass a struct through io assignment functions
this is more easily extensible Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28884>
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Marge Bot
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42f2719a88
commit
8f2e56350a
@@ -2637,8 +2637,12 @@ clamp_layer_output(nir_shader *vs, nir_shader *fs, unsigned *next_location)
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return true;
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}
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struct io_slot_map {
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unsigned char *slot_map;
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};
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static void
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assign_producer_var_io(gl_shader_stage stage, nir_variable *var, unsigned *reserved, unsigned char *slot_map)
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assign_producer_var_io(gl_shader_stage stage, nir_variable *var, unsigned *reserved, struct io_slot_map *io)
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{
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unsigned slot = var->data.location;
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switch (slot) {
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@@ -2671,13 +2675,13 @@ assign_producer_var_io(gl_shader_stage stage, nir_variable *var, unsigned *reser
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num_slots = glsl_count_vec4_slots(glsl_get_array_element(var->type), false, false);
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else
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num_slots = glsl_count_vec4_slots(var->type, false, false);
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if (slot_map[slot] == 0xff) {
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if (io->slot_map[slot] == 0xff) {
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assert(*reserved + num_slots <= MAX_VARYING);
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assert(*reserved < MAX_VARYING);
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for (unsigned i = 0; i < num_slots; i++)
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slot_map[slot + i] = (*reserved)++;
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io->slot_map[slot + i] = (*reserved)++;
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}
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slot = slot_map[slot];
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slot = io->slot_map[slot];
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assert(slot < MAX_VARYING);
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var->data.driver_location = slot;
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}
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@@ -2692,7 +2696,7 @@ is_texcoord(gl_shader_stage stage, const nir_variable *var)
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}
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static bool
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assign_consumer_var_io(gl_shader_stage stage, nir_variable *var, unsigned *reserved, unsigned char *slot_map)
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assign_consumer_var_io(gl_shader_stage stage, nir_variable *var, unsigned *reserved, struct io_slot_map *io)
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{
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unsigned slot = var->data.location;
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switch (slot) {
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@@ -2716,7 +2720,7 @@ assign_consumer_var_io(gl_shader_stage stage, nir_variable *var, unsigned *reser
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assert(slot >= VARYING_SLOT_PATCH0);
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slot -= VARYING_SLOT_PATCH0;
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}
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if (slot_map[slot] == (unsigned char)-1) {
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if (io->slot_map[slot] == (unsigned char)-1) {
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/* texcoords can't be eliminated in fs due to GL_COORD_REPLACE,
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* so keep for now and eliminate later
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*/
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@@ -2735,9 +2739,9 @@ assign_consumer_var_io(gl_shader_stage stage, nir_variable *var, unsigned *reser
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num_slots = glsl_count_vec4_slots(var->type, false, false);
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assert(*reserved + num_slots <= MAX_VARYING);
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for (unsigned i = 0; i < num_slots; i++)
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slot_map[slot + i] = (*reserved)++;
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io->slot_map[slot + i] = (*reserved)++;
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}
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var->data.driver_location = slot_map[slot];
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var->data.driver_location = io->slot_map[slot];
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return true;
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}
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@@ -2917,6 +2921,9 @@ zink_compiler_assign_io(struct zink_screen *screen, nir_shader *producer, nir_sh
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unsigned reserved = 0;
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unsigned char slot_map[VARYING_SLOT_MAX];
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memset(slot_map, -1, sizeof(slot_map));
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struct io_slot_map io = {
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.slot_map = slot_map,
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};
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bool do_fixup = false;
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nir_shader *nir = producer->info.stage == MESA_SHADER_TESS_CTRL ? producer : consumer;
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nir_variable *var = nir_find_variable_with_location(producer, nir_var_shader_out, VARYING_SLOT_PSIZ);
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@@ -2946,17 +2953,17 @@ zink_compiler_assign_io(struct zink_screen *screen, nir_shader *producer, nir_sh
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if (producer->info.stage == MESA_SHADER_TESS_CTRL) {
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/* never assign from tcs -> tes, always invert */
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nir_foreach_variable_with_modes(var_in, consumer, nir_var_shader_in)
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assign_producer_var_io(consumer->info.stage, var_in, &reserved, slot_map);
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assign_producer_var_io(consumer->info.stage, var_in, &reserved, &io);
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nir_foreach_variable_with_modes_safe(var_out, producer, nir_var_shader_out) {
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if (!assign_consumer_var_io(producer->info.stage, var_out, &reserved, slot_map))
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if (!assign_consumer_var_io(producer->info.stage, var_out, &reserved, &io))
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/* this is an output, nothing more needs to be done for it to be dropped */
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do_fixup = true;
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}
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} else {
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nir_foreach_variable_with_modes(var_out, producer, nir_var_shader_out)
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assign_producer_var_io(producer->info.stage, var_out, &reserved, slot_map);
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assign_producer_var_io(producer->info.stage, var_out, &reserved, &io);
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nir_foreach_variable_with_modes_safe(var_in, consumer, nir_var_shader_in) {
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if (!assign_consumer_var_io(consumer->info.stage, var_in, &reserved, slot_map)) {
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if (!assign_consumer_var_io(consumer->info.stage, var_in, &reserved, &io)) {
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do_fixup = true;
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/* input needs to be rewritten */
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nir_shader_instructions_pass(consumer, rewrite_read_as_0, nir_metadata_dominance, var_in);
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