zink: put those shader keys to work fixing up fragment shaders

eliminate gl_SampleMask writes when necessary to mimic GL behavior

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7193>
This commit is contained in:
Mike Blumenkrantz 2020-07-13 17:37:10 -04:00 committed by Marge Bot
parent 9aa08221fa
commit eeff625ab3

View file

@ -222,9 +222,26 @@ zink_shader_compile(struct zink_screen *screen, struct zink_shader *zs, struct z
{
VkShaderModule mod = VK_NULL_HANDLE;
void *streamout = NULL;
nir_shader *nir = zs->nir;
/* TODO: use a separate mem ctx here for ralloc */
if (zs->streamout.so_info_slots && (zs->nir->info.stage != MESA_SHADER_VERTEX || !zs->has_geometry_shader))
streamout = &zs->streamout;
struct spirv_shader *spirv = nir_to_spirv(zs->nir, streamout, shader_slot_map, shader_slots_reserved);
if (zs->nir->info.stage == MESA_SHADER_FRAGMENT) {
nir = nir_shader_clone(NULL, nir);
if (!zink_fs_key(key)->samples && nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)) {
/* VK will always use gl_SampleMask[] values even if sample count is 0,
* so we need to skip this write here to mimic GL's behavior of ignoring it
*/
nir_foreach_shader_out_variable(var, nir) {
if (var->data.location == FRAG_RESULT_SAMPLE_MASK)
var->data.mode = nir_var_shader_temp;
}
nir_fixup_deref_modes(nir);
NIR_PASS_V(nir, nir_remove_dead_variables, nir_var_shader_temp, NULL);
optimize_nir(nir);
}
}
struct spirv_shader *spirv = nir_to_spirv(nir, streamout, shader_slot_map, shader_slots_reserved);
assert(spirv);
if (zink_debug & ZINK_DEBUG_SPIRV) {
@ -247,6 +264,9 @@ zink_shader_compile(struct zink_screen *screen, struct zink_shader *zs, struct z
if (vkCreateShaderModule(screen->dev, &smci, NULL, &mod) != VK_SUCCESS)
mod = VK_NULL_HANDLE;
if (zs->nir->info.stage == MESA_SHADER_FRAGMENT)
ralloc_free(nir);
/* TODO: determine if there's any reason to cache spirv output? */
free(spirv->words);
free(spirv);