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radeonsi: Use nir passthrough TCS helper
Switch over to using the common nir helper. Signed-off-by: Rob Clark <robdclark@chromium.org> Reviewed-by: Marek Olšák <marek.olsak@amd.com> Reviewed-by: Emma Anholt <emma@anholt.net> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19259>
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1 changed files with 3 additions and 67 deletions
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@ -284,74 +284,10 @@ void *si_create_passthrough_tcs(struct si_context *sctx)
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sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR,
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PIPE_SHADER_TESS_CTRL);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_TESS_CTRL, options,
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"tcs passthrough");
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nir_shader *tcs = nir_create_passthrough_tcs(options, sctx->shader.vs.cso->nir,
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sctx->patch_vertices);
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unsigned num_inputs = 0;
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unsigned num_outputs = 0;
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nir_variable *in_inner =
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nir_variable_create(b.shader, nir_var_system_value, glsl_vec_type(2),
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"tess inner default");
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in_inner->data.location = SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT;
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nir_variable *out_inner =
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nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(2),
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"tess inner");
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out_inner->data.location = VARYING_SLOT_TESS_LEVEL_INNER;
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out_inner->data.driver_location = num_outputs++;
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nir_ssa_def *inner = nir_load_var(&b, in_inner);
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nir_store_var(&b, out_inner, inner, 0x3);
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nir_variable *in_outer =
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nir_variable_create(b.shader, nir_var_system_value, glsl_vec4_type(),
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"tess outer default");
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in_outer->data.location = SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT;
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nir_variable *out_outer =
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nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(),
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"tess outer");
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out_outer->data.location = VARYING_SLOT_TESS_LEVEL_OUTER;
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out_outer->data.driver_location = num_outputs++;
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nir_ssa_def *outer = nir_load_var(&b, in_outer);
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nir_store_var(&b, out_outer, outer, 0xf);
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nir_ssa_def *id = nir_load_invocation_id(&b);
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struct si_shader_info *info = &sctx->shader.vs.cso->info;
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for (unsigned i = 0; i < info->num_outputs; i++) {
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const struct glsl_type *type;
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unsigned semantic = info->output_semantic[i];
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if (semantic < VARYING_SLOT_VAR31 && semantic != VARYING_SLOT_EDGE)
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type = glsl_array_type(glsl_vec4_type(), 0, 0);
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else if (semantic >= VARYING_SLOT_VAR0_16BIT)
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type = glsl_array_type(glsl_vector_type(GLSL_TYPE_FLOAT16, 4), 0, 0);
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else
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continue;
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char name[10];
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snprintf(name, sizeof(name), "in_%u", i);
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nir_variable *in = nir_variable_create(b.shader, nir_var_shader_in, type, name);
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in->data.location = semantic;
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in->data.driver_location = num_inputs++;
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snprintf(name, sizeof(name), "out_%u", i);
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nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, type, name);
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out->data.location = semantic;
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out->data.driver_location = num_outputs++;
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/* no need to use copy_var to save a lower pass */
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nir_ssa_def *value = nir_load_array_var(&b, in, id);
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nir_store_array_var(&b, out, id, value, 0xf);
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}
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b.shader->num_inputs = num_inputs;
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b.shader->num_outputs = num_outputs;
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b.shader->info.tess.tcs_vertices_out = sctx->patch_vertices;
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return create_shader_state(sctx, b.shader);
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return create_shader_state(sctx, tcs);
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}
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static nir_ssa_def *convert_linear_to_srgb(nir_builder *b, nir_ssa_def *input)
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