zink: convert all 64bit vertex attribs to 32bit

this applies not only to dvec3/dvec4, but to any type of 64bit input
since that's what gallium gives us

fixes #6211

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15716>
This commit is contained in:
Mike Blumenkrantz 2022-04-04 12:41:10 -04:00 committed by Marge Bot
parent 7cf7e113ba
commit 5ca6b28c58

View file

@ -179,11 +179,25 @@ lower_64bit_uint_attribs_instr(nir_builder *b, nir_instr *instr, void *data)
nir_variable *var = nir_deref_instr_get_variable(nir_instr_as_deref(intr->src[0].ssa->parent_instr));
if (var->data.mode != nir_var_shader_in)
return false;
if (glsl_get_bit_size(var->type) != 64)
if (glsl_get_bit_size(var->type) != 64 || glsl_get_base_type(var->type) >= GLSL_TYPE_SAMPLER)
return false;
unsigned num_components = glsl_get_vector_elements(var->type);
var->type = glsl_vector_type(GLSL_TYPE_UINT, num_components * 2);
enum glsl_base_type base_type;
switch (glsl_get_base_type(var->type)) {
case GLSL_TYPE_UINT64:
base_type = GLSL_TYPE_UINT;
break;
case GLSL_TYPE_INT64:
base_type = GLSL_TYPE_INT;
break;
case GLSL_TYPE_DOUBLE:
base_type = GLSL_TYPE_FLOAT;
break;
default:
unreachable("unknown 64-bit vertex attribute format!");
}
var->type = glsl_vector_type(base_type, num_components * 2);
b->cursor = nir_after_instr(instr);
@ -215,8 +229,7 @@ lower_64bit_vertex_attribs(nir_shader *shader)
return false;
bool progress = nir_shader_instructions_pass(shader, lower_64bit_vertex_attribs_instr, nir_metadata_dominance, NULL);
if (progress)
nir_shader_instructions_pass(shader, lower_64bit_uint_attribs_instr, nir_metadata_dominance, NULL);
progress |= nir_shader_instructions_pass(shader, lower_64bit_uint_attribs_instr, nir_metadata_dominance, NULL);
return progress;
}