st/glsl_to_nir: add st_nir_assign_var_locations() helper

This avoids packed varyings being assigned different driver locations.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri
2017-11-21 11:53:58 +11:00
parent aecb9bec87
commit 9530b786d2
+34 -9
View File
@@ -121,6 +121,34 @@ st_nir_assign_vs_in_locations(struct gl_program *prog, nir_shader *nir)
}
}
static void
st_nir_assign_var_locations(struct exec_list *var_list, unsigned *size)
{
unsigned location = 0;
unsigned assigned_locations[VARYING_SLOT_MAX];
uint64_t processed_locs = 0;
nir_foreach_variable(var, var_list) {
/* Because component packing allows varyings to share the same location
* we may have already have processed this location.
*/
if (var->data.location >= VARYING_SLOT_VAR0 &&
processed_locs & ((uint64_t)1 << var->data.location)) {
var->data.driver_location = assigned_locations[var->data.location];
*size += type_size(var->type);
continue;
}
assigned_locations[var->data.location] = location;
var->data.driver_location = location;
location += type_size(var->type);
processed_locs |= ((uint64_t)1 << var->data.location);
}
*size += location;
}
static int
st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
const char *name)
@@ -379,19 +407,16 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
NIR_PASS_V(nir, nir_lower_global_vars_to_local);
sort_varyings(&nir->outputs);
nir_assign_var_locations(&nir->outputs,
&nir->num_outputs,
type_size);
st_nir_assign_var_locations(&nir->outputs,
&nir->num_outputs);
st_nir_fixup_varying_slots(st, &nir->outputs);
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
sort_varyings(&nir->inputs);
nir_assign_var_locations(&nir->inputs,
&nir->num_inputs,
type_size);
st_nir_assign_var_locations(&nir->inputs,
&nir->num_inputs);
st_nir_fixup_varying_slots(st, &nir->inputs);
nir_assign_var_locations(&nir->outputs,
&nir->num_outputs,
type_size);
st_nir_assign_var_locations(&nir->outputs,
&nir->num_outputs);
} else if (nir->info.stage == MESA_SHADER_COMPUTE) {
/* TODO? */
} else {