Skip resource space 2 after computing the ID it would've used.
Fixes: e5f353f2 ("microsoft/compiler: Emit statically-indexed resource handles and scratch later")
Reviewed-by: Sil Vilerino <sivileri@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14787>
The input attachment lowering pass turns input attachment loads into
texel fetch operation, and insert an image -> texture deref cast along
the way. In this situation, we can end up with a texture deref chain
pointing to an image variable, which is not a combined sampler+texture
object. Bail out when an image type is found, like we do for bare
textures.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Acked-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13993>
Those need to be declared as sampler/SRV arrays, as we do for UAVs and
CBVs.
Signed-off-by: Boris Brezillon <boris.brezillon@collabora.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13993>
Replace the bitwise operation with a more explicit do-while
loop. This fixes a warning with clang, and ensures that
nir_opt_dead_cf and nir_opt_dce are called in the right
order.
Suggested-by: Georg Lehmann <dadschoorse@gmail.com>
Reviewed-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/14742>
In order to get the semantics right, we need to know how many of the clip/
cull fields are designated for which purpose. In the case of a shader that
can receive these fields as both input and output, the shader_info property
is reserved to store the output info. We could add a dedicated input field
to shader_info, but since it'd probably only be useful for us, just send
it through a side channel during shader linking.
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>
Docs say that its presence in signatures as a "shadow" element (meaning it's not
accessed via load/store, but with a dedicated opcode) is legacy. It seems it
wasn't carried forward when HS/DS were added in D3D11.
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 HS, store_per_vertex_output maps to storeOutput in DXIL. The data
that isn't per-vertex is patch constants.
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 validation will complain if the tess factor signature entries have the
wrong number of components for the shader's domain. Make sure that both
hull and domain shaders have the right number, and drop loads and stores
from the removed components.
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>
This way, patch varyings come before the patch sysvals (tess levels).
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>
Also add tess factors to the list of sysvals that can cause vars to be sorted last.
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>
- 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>