nir,zink,asahi: support passing through gl_PrimitiveID

When this pass is used with Zink, gl_PrimitiveID needs to be passed
through, however this is unnecessary for other divers.

Analogous to previous commit

Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Fixes: d0342e28b3 ("nir: Add helper to create passthrough GS shader")
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/32397>
This commit is contained in:
Antonino Maniscalco 2024-11-29 00:22:37 +01:00 committed by Marge Bot
parent 23601d6632
commit 2b9738ce6d
4 changed files with 33 additions and 5 deletions

View file

@ -6126,7 +6126,8 @@ nir_shader *nir_create_passthrough_gs(const nir_shader_compiler_options *options
enum mesa_prim primitive_type,
enum mesa_prim output_primitive_type,
bool emulate_edgeflags,
bool force_line_strip_out);
bool force_line_strip_out,
bool passthrough_prim_id);
bool nir_lower_fragcolor(nir_shader *shader, unsigned max_cbufs);
bool nir_lower_fragcoord_wtrans(nir_shader *shader);

View file

@ -123,7 +123,8 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
enum mesa_prim primitive_type,
enum mesa_prim output_primitive_type,
bool emulate_edgeflags,
bool force_line_strip_out)
bool force_line_strip_out,
bool passthrough_prim_id)
{
unsigned int vertices_out = vertices_for_prim(primitive_type);
emulate_edgeflags = emulate_edgeflags && (prev_stage->info.outputs_written & VARYING_BIT_EDGE);
@ -158,6 +159,8 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
/* Create input/output variables. */
nir_foreach_shader_out_variable(var, prev_stage) {
assert(!var->data.patch);
assert(var->data.location != VARYING_SLOT_PRIMITIVE_ID &&
"not a VS output");
/* input vars can't be created for those */
if (var->data.location == VARYING_SLOT_LAYER ||
@ -200,6 +203,24 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
out_vars[num_outputs++] = out;
}
if (passthrough_prim_id) {
/* When a geometry shader is not used, a fragment shader may read primitive
* ID and get an implicit value without the vertex shader writing an ID. This
* case needs to work even when we inject a GS internally.
*
* However, if a geometry shader precedes a fragment shader that reads
* primitive ID, Vulkan requires that the geometry shader write primitive ID.
* To handle this case correctly, we must write primitive ID, copying the
* fixed-function gl_PrimitiveIDIn input which matches what the fragment
* shader will expect.
*/
in_vars[num_inputs++] = nir_create_variable_with_location(
nir, nir_var_shader_in, VARYING_SLOT_PRIMITIVE_ID, glsl_int_type());
out_vars[num_outputs++] = nir_create_variable_with_location(
nir, nir_var_shader_out, VARYING_SLOT_PRIMITIVE_ID, glsl_int_type());
}
unsigned int start_vert = 0;
unsigned int end_vert = vertices_out;
unsigned int vert_step = 1;
@ -240,7 +261,12 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
uint64_t mask = BITFIELD64_BIT(in_vars[j]->data.location);
index = nir_bcsel(&b, nir_ieq_imm(&b, nir_iand_imm(&b, flat_interp_mask_def, mask), 0), nir_imm_int(&b, idx), pv_vert_index);
}
nir_deref_instr *value = nir_build_deref_array(&b, nir_build_deref_var(&b, in_vars[j]), index);
/* gl_PrimitiveIDIn is not arrayed, all other inputs are */
nir_deref_instr *value = nir_build_deref_var(&b, in_vars[j]);
if (in_vars[j]->data.location != VARYING_SLOT_PRIMITIVE_ID)
value = nir_build_deref_array(&b, value, index);
copy_vars(&b, nir_build_deref_var(&b, out_vars[oj]), value);
++oj;
}

View file

@ -4341,7 +4341,7 @@ agx_get_passthrough_gs(struct agx_context *ctx,
nir_shader *gs = nir_create_passthrough_gs(
&agx_nir_options, prev, mode, rast_prim(mode, poly_mode), edgeflags,
false /* force line strip out */);
false /* force line strip out */, false);
ralloc_free(prev);

View file

@ -2584,7 +2584,8 @@ zink_set_primitive_emulation_keys(struct zink_context *ctx)
prim,
ctx->gfx_pipeline_state.rast_prim,
lower_edge_flags,
lower_line_stipple || lower_quad_prim);
lower_line_stipple || lower_quad_prim,
true);
}
zink_lower_system_values_to_inlined_uniforms(nir);