We really ought to compute the VUE map at link time and stash it, rather than recomputing it here, but with the mess of program structures I wasn't sure where to put it. We can improve that later.
Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> --- src/mesa/drivers/dri/i965/brw_nir.c | 44 ++++++++++++++++++++++++++++++++----- 1 file changed, 39 insertions(+), 5 deletions(-) diff --git a/src/mesa/drivers/dri/i965/brw_nir.c b/src/mesa/drivers/dri/i965/brw_nir.c index a5e8e14..099bbf0 100644 --- a/src/mesa/drivers/dri/i965/brw_nir.c +++ b/src/mesa/drivers/dri/i965/brw_nir.c @@ -56,7 +56,9 @@ remap_vs_attrs(nir_block *block, void *closure) } static void -brw_nir_lower_inputs(nir_shader *nir, +brw_nir_lower_inputs(const struct brw_device_info *devinfo, + nir_shader *nir, + const struct gl_shader_program *shader_prog, const struct gl_program *prog, bool is_scalar) { @@ -92,11 +94,42 @@ brw_nir_lower_inputs(nir_shader *nir, } } break; - case MESA_SHADER_GEOMETRY: - foreach_list_typed(nir_variable, var, node, &nir->inputs) { - var->data.driver_location = var->data.location; + case MESA_SHADER_GEOMETRY: { + if (!is_scalar) { + foreach_list_typed(nir_variable, var, node, &nir->inputs) { + var->data.driver_location = var->data.location; + } + } else { + /* The GLSL linker will have already matched up GS inputs and + * the outputs of prior stages. The driver does extend VS outputs + * in some cases, but only for legacy OpenGL or Gen4-5 hardware, + * neither of which offer geometry shader support. So we can + * safely ignore that. + * + * For SSO pipelines, we use a fixed VUE map layout based on variable + * locations, so we can rely on rendezvous-by-location to make this + * work. + * + * However, we need to ignore VARYING_SLOT_PRIMITIVE_ID, as it's not + * written by previous stages and shows up via payload magic. + */ + struct brw_vue_map input_vue_map; + GLbitfield64 inputs_read = prog->InputsRead & ~VARYING_BIT_PRIMITIVE_ID; + brw_compute_vue_map(devinfo, &input_vue_map, inputs_read, + shader_prog->SeparateShader); + + /* Start with the slot for the variable's base. */ + foreach_list_typed(nir_variable, var, node, &nir->inputs) { + assert(input_vue_map.varying_to_slot[var->data.location] != -1); + var->data.driver_location = + input_vue_map.varying_to_slot[var->data.location]; + } + + /* Inputs are stored in vec4 slots, so use type_size_vec4(). */ + nir_lower_io(nir, nir_var_shader_in, type_size_vec4); } break; + } case MESA_SHADER_FRAGMENT: nir_assign_var_locations(&nir->inputs, &nir->num_inputs, is_scalar ? type_size_scalar : type_size_vec4); @@ -168,6 +201,7 @@ brw_create_nir(struct brw_context *brw, bool is_scalar) { struct gl_context *ctx = &brw->ctx; + const struct brw_device_info *devinfo = brw->intelScreen->devinfo; const nir_shader_compiler_options *options = ctx->Const.ShaderCompilerOptions[stage].NirOptions; static const nir_lower_tex_options tex_options = { @@ -212,7 +246,7 @@ brw_create_nir(struct brw_context *brw, /* Get rid of split copies */ nir_optimize(nir, is_scalar); - brw_nir_lower_inputs(nir, prog, is_scalar); + brw_nir_lower_inputs(devinfo, nir, shader_prog, prog, is_scalar); brw_nir_lower_outputs(nir, is_scalar); nir_assign_var_locations(&nir->uniforms, &nir->num_uniforms, -- 2.5.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev