mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-04-04 17:00:39 +02:00
On asahi, we can still specialize based on the shader key and get everything folded. But this gives drivers the option to make it dynamic if they wish. Co-authored-by: Mary Guillemard <mary.guillemard@collabora.com> Acked-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com> Reviewed-by: Mary Guillemard <mary@mary.zone> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/38404>
61 lines
1.9 KiB
C
61 lines
1.9 KiB
C
/*
|
|
* 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);
|
|
}
|