radv/ac: hook up shader information handling for tessellation
authorDave Airlie <airlied@redhat.com>
Thu, 30 Mar 2017 07:23:36 +0000 (08:23 +0100)
committerDave Airlie <airlied@redhat.com>
Fri, 31 Mar 2017 21:16:27 +0000 (07:16 +1000)
This hooks up the tessellation shader info to the nir values
and ctx generated ones.

Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Signed-off-by: Dave Airlie <airlied@redhat.com>
src/amd/common/ac_nir_to_llvm.c

index 8f56fbf..bd42bbf 100644 (file)
@@ -167,6 +167,10 @@ struct nir_to_llvm_context {
        bool is_gs_copy_shader;
        LLVMValueRef gs_next_vertex;
        unsigned gs_max_out_vertices;
+
+       unsigned tes_primitive_mode;
+       uint64_t tess_outputs_written;
+       uint64_t tess_patch_outputs_written;
 };
 
 static LLVMValueRef get_sampler_desc(struct nir_to_llvm_context *ctx,
@@ -4956,6 +4960,8 @@ LLVMModuleRef ac_translate_nir_to_llvm(LLVMTargetMachineRef tm,
                ctx.gs_next_vertex = ac_build_alloca(&ctx, ctx.i32, "gs_next_vertex");
 
                ctx.gs_max_out_vertices = nir->info->gs.vertices_out;
+       } else if (nir->stage == MESA_SHADER_TESS_EVAL) {
+               ctx.tes_primitive_mode = nir->info->tess.primitive_mode;
        }
 
        ac_setup_rings(&ctx);
@@ -4997,7 +5003,13 @@ LLVMModuleRef ac_translate_nir_to_llvm(LLVMTargetMachineRef tm,
                shader_info->gs.gsvs_vertex_size = (util_bitcount64(ctx.output_mask) + addclip) * 16;
                shader_info->gs.max_gsvs_emit_size = shader_info->gs.gsvs_vertex_size *
                        nir->info->gs.vertices_out;
+       } else if (nir->stage == MESA_SHADER_TESS_CTRL) {
+               shader_info->tcs.outputs_written = ctx.tess_outputs_written;
+               shader_info->tcs.patch_outputs_written = ctx.tess_patch_outputs_written;
+       } else if (nir->stage == MESA_SHADER_VERTEX && ctx.options->key.vs.as_ls) {
+               shader_info->vs.outputs_written = ctx.tess_outputs_written;
        }
+
        return ctx.module;
 }
 
@@ -5154,8 +5166,22 @@ void ac_compile_nir_shader(LLVMTargetMachineRef tm,
                shader_info->gs.output_prim = nir->info->gs.output_primitive;
                shader_info->gs.invocations = nir->info->gs.invocations;
                break;
+       case MESA_SHADER_TESS_EVAL:
+               shader_info->tes.primitive_mode = nir->info->tess.primitive_mode;
+               shader_info->tes.spacing = nir->info->tess.spacing;
+               shader_info->tes.ccw = nir->info->tess.ccw;
+               shader_info->tes.point_mode = nir->info->tess.point_mode;
+               shader_info->tes.as_es = options->key.tes.as_es;
+               break;
+       case MESA_SHADER_TESS_CTRL:
+               shader_info->tcs.tcs_vertices_out = nir->info->tess.tcs_vertices_out;
+               break;
        case MESA_SHADER_VERTEX:
                shader_info->vs.as_es = options->key.vs.as_es;
+               shader_info->vs.as_ls = options->key.vs.as_ls;
+               /* in LS mode we need at least 1, invocation id needs 3, handled elsewhere */
+               if (options->key.vs.as_ls)
+                       shader_info->vs.vgpr_comp_cnt = MAX2(1, shader_info->vs.vgpr_comp_cnt);
                break;
        default:
                break;