radv: make sure to export the viewport index if FS needs it

If FS reads gl_ViewportIndex but VS doesn't export it, it should
be zero to avoid reading garbage.

Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/2818
Fixes: b424d49ac0 ("radv/llvm: fix exporting the viewport index if the fragment shader needs it")
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4687>
This commit is contained in:
Samuel Pitoiset 2020-04-22 22:21:55 +02:00 committed by Marge Bot
parent 133efa112d
commit 7086b38c81
3 changed files with 35 additions and 0 deletions

View file

@ -2578,12 +2578,16 @@ radv_fill_shader_info(struct radv_pipeline *pipeline,
infos[MESA_SHADER_FRAGMENT].ps.layer_input;
keys[MESA_SHADER_VERTEX].vs_common_out.export_clip_dists =
!!infos[MESA_SHADER_FRAGMENT].ps.num_input_clips_culls;
keys[MESA_SHADER_VERTEX].vs_common_out.export_viewport_index =
infos[MESA_SHADER_FRAGMENT].ps.viewport_index_input;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_prim_id =
infos[MESA_SHADER_FRAGMENT].ps.prim_id_input;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_layer_id =
infos[MESA_SHADER_FRAGMENT].ps.layer_input;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_clip_dists =
!!infos[MESA_SHADER_FRAGMENT].ps.num_input_clips_culls;
keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_viewport_index =
infos[MESA_SHADER_FRAGMENT].ps.viewport_index_input;
/* NGG passthrough mode can't be enabled for vertex shaders
* that export the primitive ID.
@ -4351,6 +4355,15 @@ radv_pipeline_generate_ps_inputs(struct radeon_cmdbuf *ctx_cs,
++ps_offset;
}
if (ps->info.ps.viewport_index_input) {
unsigned vs_offset = outinfo->vs_output_param_offset[VARYING_SLOT_VIEWPORT];
if (vs_offset != AC_EXP_PARAM_UNDEFINED)
ps_input_cntl[ps_offset] = offset_to_ps_input(vs_offset, true, false, false);
else
ps_input_cntl[ps_offset] = offset_to_ps_input(AC_EXP_PARAM_DEFAULT_VAL_0000, true, false, false);
++ps_offset;
}
if (ps->info.ps.has_pcoord) {
unsigned val;
val = S_028644_PT_SPRITE_TEX(1) | S_028644_OFFSET(0x20);

View file

@ -59,6 +59,7 @@ struct radv_vs_out_key {
uint32_t export_prim_id:1;
uint32_t export_layer_id:1;
uint32_t export_clip_dists:1;
uint32_t export_viewport_index:1;
};
struct radv_vs_variant_key {
@ -294,6 +295,7 @@ struct radv_shader_info {
bool has_pcoord;
bool prim_id_input;
bool layer_input;
bool viewport_index_input;
uint8_t num_input_clips_culls;
uint32_t input_mask;
uint32_t flat_shaded_mask;

View file

@ -458,6 +458,9 @@ gather_info_input_decl_ps(const nir_shader *nir, const nir_variable *var,
case VARYING_SLOT_CLIP_DIST1:
info->ps.num_input_clips_culls += attrib_count;
break;
case VARYING_SLOT_VIEWPORT:
info->ps.viewport_index_input = true;
break;
default:
break;
}
@ -730,6 +733,23 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
}
}
/* Make sure to export the ViewportIndex if the fragment shader needs it. */
if (key->vs_common_out.export_viewport_index) {
switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
info->vs.output_usage_mask[VARYING_SLOT_VIEWPORT] |= 0x1;
break;
case MESA_SHADER_TESS_EVAL:
info->tes.output_usage_mask[VARYING_SLOT_VIEWPORT] |= 0x1;
break;
case MESA_SHADER_GEOMETRY:
info->gs.output_usage_mask[VARYING_SLOT_VIEWPORT] |= 0x1;
break;
default:
break;
}
}
if (nir->info.stage == MESA_SHADER_FRAGMENT)
info->ps.num_interp = nir->num_inputs;