- Skip patch variables, those go into a separate patch constant signature
- Use nir_is_arrayed_io and only strip one level of array when it's true
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
Note that this requires the shader info "tess" data to be correct.
For GLSL tess control shaders, only the output primitive count is
automatically available. The rest will need to be either guessed
or filled in from a matching tess eval (domain) shader. This is handled
by the d3d12 driver in a later patch.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
Once we start writing multiple functions, we can't keep calling all
of them "main"
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
The instruction and block lists are moved into a new "function definition"
struct, and the DXIL module tracks one at a time for adding instructions
into. The NIR side still only emits the main function here though.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
The resource declarations are module-wide, but the resource handles
are function-local. A future change will add multi-function support,
but requires these handles to be potentially emitted multiple times.
The alloca used for scratch is also function-local.
This is the same pattern that the DXBC to DXIL converter uses.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
In the case of two vars being packed into the same register / location,
they'll still get unique driver_location, which is what we need.
This does require some tweaks to stream output handling, which also needs to
produce the varying index.
Reviewed-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Bill Kristiansen <billkris@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14399>
DXIL adds this in SM6.6, so when we get around to being able to
emit SM6.6, we can conditionally turn this off and support emitting
the new intrinsic. Until then, this is easy.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
This *almost* matches what GLSL wants, except for the handling of
large widths. You can see this in the lowering algorithm:
(('bitfield_insert', 'base', 'insert', 'offset', 'bits'),
('bcsel', ('ult', 31, 'bits'), 'insert',
('bfi', ('bfm', 'bits', 'offset'), 'insert', 'base')),
'options->lower_bitfield_insert'),
DXIL's 'bfi' instruction is an inseparable pairing of NIR's 'bfi(bfm(...), ...)',
so we just apply the additional bcsel in the backend.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
Note that GL requires input coverage for sample execution mode to
be only the single bit corresponding to the executing sample, so
rearrange things to understand during shader emitting if we're
executing per-sample to emit the right coverage value.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
DXIL validation will fail if there's no stream that has a valid
primitive topology, which is what happens in the case of no
active streams.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14624>
This creates an internal shader_prim enum, I've fixed up most
users to use it instead of GL types.
don't store the enum in shader_info as it changes size, and confuses
other things.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14605>
It doesn't depend on the clc data being provided externally, so no
need to tie it there, we can re-use it for GL and Vulkan compute.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14367>
In a future change, the bindings for images and SSBOs will start to
overlap in GL (using a separate space to disambiguate them)
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>
There are currently 3 different "environments" supported by this backend,
and they have slightly different semantics for how resources are accessed,
which is only going to get a little weirder when GL images start getting
supported. To try to make things less confusing, use an explicit enum
with heavy documentation on what's different between them.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14342>
The CI changes are because WARP fails really hard at gather,
with crashes when doing it on a 1x1 or Nx1 texture, and incorrectly
applying swizzling to the result vector instead of the actual texture
accesses.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14161>
Previously, the lowering was for 8/16/64-bit values, or 8/16-component
vectors. Now, it also handles write masks on 32-bit 1/2/3/4-component
vectors.
DXIL looks like it supports putting an interesting write mask in the
buffer store intrinsic, but DXC never generates stores with write
masks, and multiple drivers completely ignore the write mask.
Also, set the write mask properly on the output intrinsic.
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14294>