On Tue, Jan 10, 2017 at 11:50 AM, Lionel Landwerlin <lionel.g.landwer...@intel.com> wrote: > With shaders using a lot of inputs/outputs, like this (from Gtk+) : > > layout(location = 0) in vec2 inPos; > layout(location = 1) in float inGradientPos; > layout(location = 2) in flat int inRepeating; > layout(location = 3) in flat int inStopCount; > layout(location = 4) in flat vec4 inClipBounds; > layout(location = 5) in flat vec4 inClipWidths; > layout(location = 6) in flat ColorStop inStops[8]; > > layout(location = 0) out vec4 outColor; > > we're missing the programming of the input_slots_valid field leading > to an assert further down the backend code. > > Note that we need the shader to be translated from spirv before we can > get the number of inputs/outputs so we set this in a post function and > leave the field at 0 for hashing. > > v2: Use valid slots of the geometry or vertex stage (Jason) > > Signed-off-by: Lionel Landwerlin <lionel.g.landwer...@intel.com> > Cc: Jason Ekstrand <ja...@jlekstrand.net> > Cc: Kenneth Graunke <kenn...@whitecape.org> > --- > src/intel/vulkan/anv_pipeline.c | 21 +++++++++++++++++++-- > 1 file changed, 19 insertions(+), 2 deletions(-) > > diff --git a/src/intel/vulkan/anv_pipeline.c b/src/intel/vulkan/anv_pipeline.c > index 2c46ef5bf9..e51149cf37 100644 > --- a/src/intel/vulkan/anv_pipeline.c > +++ b/src/intel/vulkan/anv_pipeline.c > @@ -266,8 +266,6 @@ populate_wm_prog_key(const struct gen_device_info > *devinfo, > > populate_sampler_prog_key(devinfo, &key->tex); > > - /* TODO: Fill out key->input_slots_valid */ > - > /* Vulkan doesn't specify a default */ > key->high_quality_derivatives = false; > > @@ -293,6 +291,23 @@ populate_wm_prog_key(const struct gen_device_info > *devinfo, > } > > static void > +post_populate_wm_prog_key(const struct anv_pipeline *pipeline, > + const nir_shader *nir, > + struct brw_wm_prog_key *key) > +{ > + if (_mesa_bitcount_64(nir->info->inputs_read & > + BRW_FS_VARYING_INPUT_MASK) > 16) { > + struct anv_shader_bin * const *shaders = pipeline->shaders; > + const struct brw_vue_prog_data *vue_prog_data = > + shaders[MESA_SHADER_GEOMETRY] ? > + (struct brw_vue_prog_data *) > shaders[MESA_SHADER_GEOMETRY]->prog_data :
As you're about to get tess support, maybe just take that into account here? It should fall back as GP -> TEP -> VP. (Presumably the logic you're copying from has this as well.) > + (struct brw_vue_prog_data *) shaders[MESA_SHADER_VERTEX]->prog_data; > + > + key->input_slots_valid = vue_prog_data->vue_map.slots_valid; > + } > +} > + > +static void > populate_cs_prog_key(const struct gen_device_info *devinfo, > struct brw_cs_prog_key *key) > { > @@ -616,6 +631,8 @@ anv_pipeline_compile_fs(struct anv_pipeline *pipeline, > if (nir == NULL) > return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY); > > + post_populate_wm_prog_key(pipeline, nir, &key); > + > unsigned num_rts = 0; > struct anv_pipeline_binding rt_bindings[8]; > nir_function_impl *impl = nir_shader_get_entrypoint(nir); > -- > 2.11.0 > _______________________________________________ > mesa-dev mailing list > mesa-dev@lists.freedesktop.org > https://lists.freedesktop.org/mailman/listinfo/mesa-dev _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev