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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>
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3 changed files with 71 additions and 0 deletions
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@ -126,6 +126,7 @@ i965_FILES = \
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brw_vec4_live_variables.cpp \
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brw_vec4_live_variables.h \
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brw_vec4_nir.cpp \
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brw_vec4_gs_nir.cpp \
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brw_vec4_reg_allocate.cpp \
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brw_vec4_visitor.cpp \
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brw_vec4_vp.cpp \
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68
src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp
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68
src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp
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@ -0,0 +1,68 @@
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/*
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* Copyright © 2015 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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* IN THE SOFTWARE.
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*/
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#include "brw_nir.h"
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#include "brw_vec4_gs_visitor.h"
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namespace brw {
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void
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vec4_gs_visitor::nir_setup_inputs(nir_shader *shader)
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{
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nir_inputs = ralloc_array(mem_ctx, src_reg, shader->num_inputs);
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foreach_list_typed(nir_variable, var, node, &shader->inputs) {
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int offset = var->data.driver_location;
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if (var->type->base_type == GLSL_TYPE_ARRAY) {
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/* Geometry shader inputs are arrays, but they use an unusual array
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* layout: instead of all array elements for a given geometry shader
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* input being stored consecutively, all geometry shader inputs are
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* interleaved into one giant array. At this stage of compilation, we
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* assume that the stride of the array is BRW_VARYING_SLOT_COUNT.
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* Later, setup_attributes() will remap our accesses to the actual
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* input array.
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*/
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assert(var->type->length > 0);
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int length = var->type->length;
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int size = type_size(var->type) / length;
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for (int i = 0; i < length; i++) {
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int location = var->data.location + i * BRW_VARYING_SLOT_COUNT;
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for (int j = 0; j < size; j++) {
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src_reg src = src_reg(ATTR, location + j, var->type);
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src = retype(src, brw_type_for_base_type(var->type));
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nir_inputs[offset] = src;
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offset++;
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}
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}
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} else {
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int size = type_size(var->type);
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for (int i = 0; i < size; i++) {
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src_reg src = src_reg(ATTR, var->data.location + i, var->type);
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src = retype(src, brw_type_for_base_type(var->type));
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nir_inputs[offset] = src;
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offset++;
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}
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}
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}
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}
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}
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@ -75,6 +75,8 @@ public:
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bool no_spills,
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int shader_time_index);
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virtual void nir_setup_inputs(nir_shader *shader);
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protected:
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virtual dst_reg *make_reg_for_system_value(int location,
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const glsl_type *type);
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