This is the same we do in the GL driver: the hardware provides gl_Layer in the VUE header, so when the fragment shader reads it we can't skip it. ---
With this patch we now successfully read gl_Layer in fragment shaders. Layered rendering still does not work though, probably because we still need to hook up the layer_id stuff that Jason added some time ago. I'll look into that next. src/intel/vulkan/genX_pipeline.c | 20 ++++++++++++++++---- 1 file changed, 16 insertions(+), 4 deletions(-) diff --git a/src/intel/vulkan/genX_pipeline.c b/src/intel/vulkan/genX_pipeline.c index 845d020..c1d8ae6 100644 --- a/src/intel/vulkan/genX_pipeline.c +++ b/src/intel/vulkan/genX_pipeline.c @@ -291,6 +291,8 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline) # define swiz sbe #endif + /* Skip the VUE header and position slots by default */ + unsigned urb_entry_read_offset = 1; int max_source_attr = 0; for (int attr = 0; attr < VARYING_SLOT_MAX; attr++) { int input_index = wm_prog_data->urb_setup[attr]; @@ -298,6 +300,12 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline) if (input_index < 0) continue; + /* gl_Layer is stored in the VUE header */ + if (attr == VARYING_SLOT_LAYER) { + urb_entry_read_offset = 0; + continue; + } + if (attr == VARYING_SLOT_PNTC) { sbe.PointSpriteTextureCoordinateEnable = 1 << input_index; continue; @@ -322,18 +330,22 @@ emit_3dstate_sbe(struct anv_pipeline *pipeline) swiz.Attribute[input_index].ComponentOverrideZ = true; swiz.Attribute[input_index].ComponentOverrideW = true; } else { - assert(slot >= 2); - const int source_attr = slot - 2; - max_source_attr = MAX2(max_source_attr, source_attr); /* We have to subtract two slots to accout for the URB entry output * read offset in the VS and GS stages. */ + assert(slot >= 2); + const int source_attr = slot - 2 * urb_entry_read_offset; + max_source_attr = MAX2(max_source_attr, source_attr); swiz.Attribute[input_index].SourceAttribute = source_attr; } } - sbe.VertexURBEntryReadOffset = 1; /* Skip the VUE header and position slots */ + sbe.VertexURBEntryReadOffset = urb_entry_read_offset; sbe.VertexURBEntryReadLength = DIV_ROUND_UP(max_source_attr + 1, 2); +#if GEN_GEN >= 8 + sbe.ForceVertexURBEntryReadOffset = true; + sbe.ForceVertexURBEntryReadLength = true; +#endif uint32_t *dw = anv_batch_emit_dwords(&pipeline->batch, GENX(3DSTATE_SBE_length)); -- 2.7.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev