Previously, indices 0, 2, 4 were used.
This worked, but it was somewhat unintuitive.
This commit changes it to use indices 0, 1, 2 instead, which
makes the code easier to understand.
Signed-off-by: Timur Kristóf <timur.kristof@gmail.com>
Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/12511>
{
if (nir_src_is_const(*vertex_src)) {
unsigned vertex = nir_src_as_uint(*vertex_src);
- return nir_ubfe(b, nir_build_load_gs_vertex_offset_amd(b, .base = vertex / 2u * 2u),
- nir_imm_int(b, (vertex % 2u) * 16u), nir_imm_int(b, 16u));
+ return nir_ubfe(b, nir_build_load_gs_vertex_offset_amd(b, .base = vertex / 2u),
+ nir_imm_int(b, (vertex & 1u) * 16u), nir_imm_int(b, 16u));
}
nir_ssa_def *vertex_offset = nir_build_load_gs_vertex_offset_amd(b, .base = 0);
static nir_ssa_def *
ngg_input_primitive_vertex_index(nir_builder *b, unsigned vertex)
{
- /* TODO: This is RADV specific. We'll need to refactor RADV and/or RadeonSI to match. */
- return nir_ubfe(b, nir_build_load_gs_vertex_offset_amd(b, .base = vertex / 2u * 2u),
- nir_imm_int(b, (vertex % 2u) * 16u), nir_imm_int(b, 16u));
+ return nir_ubfe(b, nir_build_load_gs_vertex_offset_amd(b, .base = vertex / 2u),
+ nir_imm_int(b, (vertex & 1u) * 16u), nir_imm_int(b, 16u));
}
static nir_ssa_def *
struct ac_arg es2gs_offset; /* separate legacy ES */
struct ac_arg gs2vs_offset; /* legacy GS */
struct ac_arg gs_wave_id; /* legacy GS */
- struct ac_arg gs_vtx_offset[6]; /* separate legacy GS */
+ struct ac_arg gs_vtx_offset[6]; /* GFX6-8: [0-5], GFX9+: [0-2] packed */
struct ac_arg gs_prim_id;
struct ac_arg gs_invocation_id;
break;
}
case nir_intrinsic_load_gs_vertex_offset_amd: {
+ /* GFX6-8 uses 6 separate args, while GFX9+ packs these into only 3 args. */
unsigned b = nir_intrinsic_base(instr);
+ assert(b <= (ctx->program->chip_class >= GFX9 ? 2 : 5));
bld.copy(Definition(get_ssa_temp(ctx, &instr->dest.ssa)),
get_arg(ctx, ctx->args->ac.gs_vtx_offset[b]));
break;
LLVMValueRef vtxindex[] = {
ac_unpack_param(&ctx->ac, ac_get_arg(&ctx->ac, ctx->args->ac.gs_vtx_offset[0]), 0, 16),
ac_unpack_param(&ctx->ac, ac_get_arg(&ctx->ac, ctx->args->ac.gs_vtx_offset[0]), 16, 16),
- ac_unpack_param(&ctx->ac, ac_get_arg(&ctx->ac, ctx->args->ac.gs_vtx_offset[2]), 0, 16),
+ ac_unpack_param(&ctx->ac, ac_get_arg(&ctx->ac, ctx->args->ac.gs_vtx_offset[1]), 0, 16),
};
/* Determine the number of vertices per primitive. */
if (merged) {
for (int i = 5; i >= 0; --i) {
ctx->gs_vtx_offset[i] = ac_unpack_param(
- &ctx->ac, ac_get_arg(&ctx->ac, ctx->args->ac.gs_vtx_offset[i & ~1]), (i & 1) * 16, 16);
+ &ctx->ac, ac_get_arg(&ctx->ac, ctx->args->ac.gs_vtx_offset[i / 2]), (i & 1) * 16, 16);
}
ctx->gs_wave_id =
}
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.gs_vtx_offset[0]);
- ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.gs_vtx_offset[2]);
+ ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.gs_vtx_offset[1]);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.gs_prim_id);
ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.gs_invocation_id);
- ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.gs_vtx_offset[4]);
+ ac_add_arg(&args->ac, AC_ARG_VGPR, 1, AC_ARG_INT, &args->ac.gs_vtx_offset[2]);
if (previous_stage == MESA_SHADER_VERTEX) {
declare_vs_input_vgprs(args);