This capability allows gl_ViewportIndex and gl_Layer to also be used as outputs in Vertex and Tesselation shaders.
v2: Make conditional to the capability, add gl_Layer, add tesselation shaders. (Iago) v3: Don't export to tesselation control shader. v4: Add Reviewd-by tag. Reviewed-by: Iago Toral Quiroga <ito...@igalia.com> --- Iago, I don't have write access to the repository. Could you apply this? src/compiler/shader_info.h | 1 + src/compiler/spirv/spirv_to_nir.c | 4 ++++ src/compiler/spirv/vtn_variables.c | 8 ++++++++ 3 files changed, 13 insertions(+) diff --git a/src/compiler/shader_info.h b/src/compiler/shader_info.h index e7fd7dbe62..2fcbde74be 100644 --- a/src/compiler/shader_info.h +++ b/src/compiler/shader_info.h @@ -43,6 +43,7 @@ struct spirv_supported_capabilities { bool multiview; bool variable_pointers; bool storage_16bit; + bool shader_viewport_index_layer; }; typedef struct shader_info { diff --git a/src/compiler/spirv/spirv_to_nir.c b/src/compiler/spirv/spirv_to_nir.c index c6df764682..fdb2993db5 100644 --- a/src/compiler/spirv/spirv_to_nir.c +++ b/src/compiler/spirv/spirv_to_nir.c @@ -3203,6 +3203,10 @@ vtn_handle_preamble_instruction(struct vtn_builder *b, SpvOp opcode, spv_check_supported(storage_16bit, cap); break; + case SpvCapabilityShaderViewportIndexLayerEXT: + spv_check_supported(shader_viewport_index_layer, cap); + break; + default: vtn_fail("Unhandled capability"); } diff --git a/src/compiler/spirv/vtn_variables.c b/src/compiler/spirv/vtn_variables.c index 7e8a090add..11d2aabac8 100644 --- a/src/compiler/spirv/vtn_variables.c +++ b/src/compiler/spirv/vtn_variables.c @@ -1187,6 +1187,10 @@ vtn_get_builtin_location(struct vtn_builder *b, *mode = nir_var_shader_in; else if (b->shader->info.stage == MESA_SHADER_GEOMETRY) *mode = nir_var_shader_out; + else if (b->options && b->options->caps.shader_viewport_index_layer && + (b->shader->info.stage == MESA_SHADER_VERTEX || + b->shader->info.stage == MESA_SHADER_TESS_EVAL)) + *mode = nir_var_shader_out; else vtn_fail("invalid stage for SpvBuiltInLayer"); break; @@ -1194,6 +1198,10 @@ vtn_get_builtin_location(struct vtn_builder *b, *location = VARYING_SLOT_VIEWPORT; if (b->shader->info.stage == MESA_SHADER_GEOMETRY) *mode = nir_var_shader_out; + else if (b->options && b->options->caps.shader_viewport_index_layer && + (b->shader->info.stage == MESA_SHADER_VERTEX || + b->shader->info.stage == MESA_SHADER_TESS_EVAL)) + *mode = nir_var_shader_out; else if (b->shader->info.stage == MESA_SHADER_FRAGMENT) *mode = nir_var_shader_in; else -- 2.16.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev