/* * Copyright 2023 Valve Corporation * SPDX-License-Identifier: MIT */ #include "compiler/nir/nir_builder.h" #include "poly/cl/libpoly.h" #include "poly/nir/poly_nir.h" #include "poly/geometry.h" #include "nir.h" /* * This file implements basic input assembly in software. It runs on software * vertex shaders, as part of geometry/tessellation lowering. It does not apply * the topology, which happens in the geometry shader. */ nir_def * poly_nir_load_vertex_id(nir_builder *b, nir_def *id) { /* If drawing with an index buffer, pull the vertex ID. Otherwise, the * vertex ID is just the index as-is. */ nir_def *index_size = nir_load_index_size_poly(b); nir_def *index_buffer_id; nir_if *index_size_present = nir_push_if(b, nir_ine_imm(b, index_size, 0)); { nir_def *p = nir_load_vertex_param_buffer_poly(b); index_buffer_id = poly_load_index_buffer(b, p, id, index_size); } nir_pop_if(b, index_size_present); nir_def *effective_id = nir_if_phi(b, index_buffer_id, id); /* Add the "start", either an index bias or a base vertex. This must happen * after indexing for proper index bias behaviour. */ return nir_iadd(b, effective_id, nir_load_first_vertex(b)); } static bool lower(nir_builder *b, nir_intrinsic_instr *intr, void *data) { b->cursor = nir_before_instr(&intr->instr); if (intr->intrinsic == nir_intrinsic_load_vertex_id) { nir_def *id = nir_channel(b, nir_load_global_invocation_id(b, 32), 0); nir_def_replace(&intr->def, poly_nir_load_vertex_id(b, id)); return true; } else if (intr->intrinsic == nir_intrinsic_load_instance_id) { nir_def_replace(&intr->def, nir_channel(b, nir_load_global_invocation_id(b, 32), 1)); return true; } return false; } bool poly_nir_lower_sw_vs(nir_shader *s) { return nir_shader_intrinsics_pass(s, lower, nir_metadata_control_flow, NULL); }