anv/pipeline: Add back basic geometry shader support

Now that we've done the refactoring upstream, it's much easier to to get
hooked up.  We haven't tested things well enough to know that we're setting
up the GPU state correctly for them yet but at least we can compile them now.
This commit is contained in:
Jason Ekstrand 2015-10-21 18:45:48 -07:00
parent 164abff0c0
commit d538fe849d

View file

@ -282,6 +282,15 @@ populate_vs_prog_key(const struct brw_device_info *devinfo,
/* XXX: Handle sampler_prog_key */
}
static void
populate_gs_prog_key(const struct brw_device_info *devinfo,
struct brw_gs_prog_key *key)
{
memset(key, 0, sizeof(*key));
populate_sampler_prog_key(devinfo, &key->tex);
}
static void
populate_wm_prog_key(const struct brw_device_info *devinfo,
const VkGraphicsPipelineCreateInfo *info,
@ -509,6 +518,59 @@ anv_pipeline_compile_vs(struct anv_pipeline *pipeline,
return VK_SUCCESS;
}
static VkResult
anv_pipeline_compile_gs(struct anv_pipeline *pipeline,
const VkGraphicsPipelineCreateInfo *info,
struct anv_shader *shader)
{
const struct brw_compiler *compiler =
pipeline->device->instance->physicalDevice.compiler;
struct brw_gs_prog_data *prog_data = &pipeline->gs_prog_data;
struct brw_gs_prog_key key;
populate_gs_prog_key(&pipeline->device->info, &key);
/* TODO: Look up shader in cache */
memset(prog_data, 0, sizeof(*prog_data));
nir_shader *nir = anv_pipeline_compile(pipeline, shader,
VK_SHADER_STAGE_GEOMETRY,
&prog_data->base.base);
if (nir == NULL)
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
void *mem_ctx = ralloc_context(NULL);
if (shader->module->nir == NULL)
ralloc_steal(mem_ctx, nir);
brw_compute_vue_map(&pipeline->device->info,
&prog_data->base.vue_map,
nir->info.outputs_written,
false /* XXX: Do SSO? */);
unsigned code_size;
const unsigned *shader_code =
brw_compile_gs(compiler, NULL, mem_ctx, &key, prog_data, nir,
NULL, -1, &code_size, NULL);
if (shader_code == NULL) {
ralloc_free(mem_ctx);
return vk_error(VK_ERROR_OUT_OF_HOST_MEMORY);
}
/* TODO: SIMD8 GS */
pipeline->gs_vec4 =
anv_pipeline_upload_kernel(pipeline, shader_code, code_size);
ralloc_free(mem_ctx);
anv_pipeline_add_compiled_stage(pipeline, VK_SHADER_STAGE_GEOMETRY,
&prog_data->base.base);
return VK_SUCCESS;
}
static VkResult
anv_pipeline_compile_fs(struct anv_pipeline *pipeline,
const VkGraphicsPipelineCreateInfo *info,
@ -957,6 +1019,9 @@ anv_pipeline_init(struct anv_pipeline *pipeline, struct anv_device *device,
case VK_SHADER_STAGE_VERTEX:
anv_pipeline_compile_vs(pipeline, pCreateInfo, shader);
break;
case VK_SHADER_STAGE_GEOMETRY:
anv_pipeline_compile_gs(pipeline, pCreateInfo, shader);
break;
case VK_SHADER_STAGE_FRAGMENT:
anv_pipeline_compile_fs(pipeline, pCreateInfo, shader);
break;