zink: handle more glsl->spirv builtin translation

this should be all of them, though the check for vertex shader stage needs
to be changed to !fragment stage at some point

Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5432>
This commit is contained in:
Mike Blumenkrantz 2020-06-11 15:22:53 -04:00 committed by Marge Bot
parent 9b6a8d1742
commit f90bc6daa9

View file

@ -220,6 +220,12 @@ get_glsl_type(struct ntv_context *ctx, const struct glsl_type *type)
unreachable("we shouldn't get here, I think...");
}
#define HANDLE_EMIT_BUILTIN(SLOT, BUILTIN) \
case VARYING_SLOT_##SLOT: \
spirv_builder_emit_builtin(&ctx->builder, var_id, SpvBuiltIn##BUILTIN); \
break
static void
emit_input(struct ntv_context *ctx, struct nir_variable *var)
{
@ -247,13 +253,14 @@ emit_input(struct ntv_context *ctx, struct nir_variable *var)
var->data.location);
} else {
switch (var->data.location) {
case VARYING_SLOT_POS:
spirv_builder_emit_builtin(&ctx->builder, var_id, SpvBuiltInFragCoord);
break;
case VARYING_SLOT_PNTC:
spirv_builder_emit_builtin(&ctx->builder, var_id, SpvBuiltInPointCoord);
break;
HANDLE_EMIT_BUILTIN(POS, FragCoord);
HANDLE_EMIT_BUILTIN(PNTC, PointCoord);
HANDLE_EMIT_BUILTIN(LAYER, Layer);
HANDLE_EMIT_BUILTIN(PRIMITIVE_ID, PrimitiveId);
HANDLE_EMIT_BUILTIN(CLIP_DIST0, ClipDistance);
HANDLE_EMIT_BUILTIN(CULL_DIST0, CullDistance);
HANDLE_EMIT_BUILTIN(VIEWPORT, ViewportIndex);
HANDLE_EMIT_BUILTIN(FACE, FrontFacing);
default:
debug_printf("unknown varying slot: %s\n", gl_varying_slot_name(var->data.location));
@ -305,13 +312,14 @@ emit_output(struct ntv_context *ctx, struct nir_variable *var)
var->data.location);
} else {
switch (var->data.location) {
case VARYING_SLOT_POS:
spirv_builder_emit_builtin(&ctx->builder, var_id, SpvBuiltInPosition);
break;
case VARYING_SLOT_PSIZ:
spirv_builder_emit_builtin(&ctx->builder, var_id, SpvBuiltInPointSize);
break;
HANDLE_EMIT_BUILTIN(POS, Position);
HANDLE_EMIT_BUILTIN(PSIZ, PointSize);
HANDLE_EMIT_BUILTIN(LAYER, Layer);
HANDLE_EMIT_BUILTIN(PRIMITIVE_ID, PrimitiveId);
HANDLE_EMIT_BUILTIN(CULL_DIST0, CullDistance);
HANDLE_EMIT_BUILTIN(VIEWPORT, ViewportIndex);
HANDLE_EMIT_BUILTIN(TESS_LEVEL_OUTER, TessLevelOuter);
HANDLE_EMIT_BUILTIN(TESS_LEVEL_INNER, TessLevelInner);
case VARYING_SLOT_CLIP_DIST0:
assert(glsl_type_is_array(var->type));