i965/nir/gs: Handle geometry shaders inputs

Outputs from the vertex shader become array inputs in the geomtry shader,
but the arrays are interleaved, so we need to map our inputs accordingly.

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This commit is contained in:
Iago Toral Quiroga 2015-06-29 13:52:30 +02:00 committed by Jason Ekstrand
parent 7ade42755f
commit 551af29d2d
3 changed files with 71 additions and 0 deletions

View file

@ -126,6 +126,7 @@ i965_FILES = \
brw_vec4_live_variables.cpp \
brw_vec4_live_variables.h \
brw_vec4_nir.cpp \
brw_vec4_gs_nir.cpp \
brw_vec4_reg_allocate.cpp \
brw_vec4_visitor.cpp \
brw_vec4_vp.cpp \

View file

@ -0,0 +1,68 @@
/*
* Copyright © 2015 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
* IN THE SOFTWARE.
*/
#include "brw_nir.h"
#include "brw_vec4_gs_visitor.h"
namespace brw {
void
vec4_gs_visitor::nir_setup_inputs(nir_shader *shader)
{
nir_inputs = ralloc_array(mem_ctx, src_reg, shader->num_inputs);
foreach_list_typed(nir_variable, var, node, &shader->inputs) {
int offset = var->data.driver_location;
if (var->type->base_type == GLSL_TYPE_ARRAY) {
/* Geometry shader inputs are arrays, but they use an unusual array
* layout: instead of all array elements for a given geometry shader
* input being stored consecutively, all geometry shader inputs are
* interleaved into one giant array. At this stage of compilation, we
* assume that the stride of the array is BRW_VARYING_SLOT_COUNT.
* Later, setup_attributes() will remap our accesses to the actual
* input array.
*/
assert(var->type->length > 0);
int length = var->type->length;
int size = type_size(var->type) / length;
for (int i = 0; i < length; i++) {
int location = var->data.location + i * BRW_VARYING_SLOT_COUNT;
for (int j = 0; j < size; j++) {
src_reg src = src_reg(ATTR, location + j, var->type);
src = retype(src, brw_type_for_base_type(var->type));
nir_inputs[offset] = src;
offset++;
}
}
} else {
int size = type_size(var->type);
for (int i = 0; i < size; i++) {
src_reg src = src_reg(ATTR, var->data.location + i, var->type);
src = retype(src, brw_type_for_base_type(var->type));
nir_inputs[offset] = src;
offset++;
}
}
}
}
}

View file

@ -75,6 +75,8 @@ public:
bool no_spills,
int shader_time_index);
virtual void nir_setup_inputs(nir_shader *shader);
protected:
virtual dst_reg *make_reg_for_system_value(int location,
const glsl_type *type);