On 10/01/17 16:59, Ilia Mirkin wrote:
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.)
Thanks!
+ (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
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