return create_shader_state(sctx, b.shader);
}
+/* This is used when TCS is NULL in the VS->TCS->TES chain. In this case,
+ * VS passes its outputs to TES directly, so the fixed-function shader only
+ * has to write TESSOUTER and TESSINNER.
+ */
+void *si_create_passthrough_tcs(struct si_context *sctx)
+{
+ const nir_shader_compiler_options *options =
+ sctx->b.screen->get_compiler_options(sctx->b.screen, PIPE_SHADER_IR_NIR,
+ PIPE_SHADER_TESS_CTRL);
+
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_TESS_CTRL, options,
+ "tcs passthrough");
+
+ unsigned num_inputs = 0;
+ unsigned num_outputs = 0;
+
+ nir_variable *in_inner =
+ nir_variable_create(b.shader, nir_var_system_value, glsl_vec_type(2),
+ "tess inner default");
+ in_inner->data.location = SYSTEM_VALUE_TESS_LEVEL_INNER_DEFAULT;
+
+ nir_variable *out_inner =
+ nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(2),
+ "tess inner");
+ out_inner->data.location = VARYING_SLOT_TESS_LEVEL_INNER;
+ out_inner->data.driver_location = num_outputs++;
+
+ nir_ssa_def *inner = nir_load_var(&b, in_inner);
+ nir_store_var(&b, out_inner, inner, 0x3);
+
+ nir_variable *in_outer =
+ nir_variable_create(b.shader, nir_var_system_value, glsl_vec4_type(),
+ "tess outer default");
+ in_outer->data.location = SYSTEM_VALUE_TESS_LEVEL_OUTER_DEFAULT;
+
+ nir_variable *out_outer =
+ nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(),
+ "tess outer");
+ out_outer->data.location = VARYING_SLOT_TESS_LEVEL_OUTER;
+ out_outer->data.driver_location = num_outputs++;
+
+ nir_ssa_def *outer = nir_load_var(&b, in_outer);
+ nir_store_var(&b, out_outer, outer, 0xf);
+
+ nir_ssa_def *id = nir_load_invocation_id(&b);
+ struct si_shader_info *info = &sctx->shader.vs.cso->info;
+ for (unsigned i = 0; i < info->num_outputs; i++) {
+ const struct glsl_type *type;
+ unsigned semantic = info->output_semantic[i];
+ if (semantic < VARYING_SLOT_VAR31 && semantic != VARYING_SLOT_EDGE)
+ type = glsl_array_type(glsl_vec4_type(), 0, 0);
+ else if (semantic >= VARYING_SLOT_VAR0_16BIT)
+ type = glsl_array_type(glsl_vector_type(GLSL_TYPE_FLOAT16, 4), 0, 0);
+ else
+ continue;
+
+ char name[10];
+ snprintf(name, sizeof(name), "in_%u", i);
+ nir_variable *in = nir_variable_create(b.shader, nir_var_shader_in, type, name);
+ in->data.location = semantic;
+ in->data.driver_location = num_inputs++;
+
+ snprintf(name, sizeof(name), "out_%u", i);
+ nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, type, name);
+ out->data.location = semantic;
+ out->data.driver_location = num_outputs++;
+
+ /* no need to use copy_var to save a lower pass */
+ nir_ssa_def *value = nir_load_array_var(&b, in, id);
+ nir_store_array_var(&b, out, id, value, 0xf);
+ }
+
+ b.shader->num_inputs = num_inputs;
+ b.shader->num_outputs = num_outputs;
+
+ b.shader->info.tess.tcs_vertices_out = sctx->patch_vertices;
+
+ return create_shader_state(sctx, b.shader);
+}