From: Alejandro PiƱeiro Date: Tue, 14 Jan 2020 14:29:42 +0000 (+0100) Subject: v3dv/pipeline: lower fs/vs inputs/outputs X-Git-Tag: upstream/21.0.0~4193 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=8c4fcc2bf72fe04953ab4c73f5dfbc38ca885af0;p=platform%2Fupstream%2Fmesa.git v3dv/pipeline: lower fs/vs inputs/outputs For now mostly call to nir_assign_io_var_locations Part-of: --- diff --git a/src/broadcom/vulkan/v3dv_pipeline.c b/src/broadcom/vulkan/v3dv_pipeline.c index 3e218a5..18fea2a 100644 --- a/src/broadcom/vulkan/v3dv_pipeline.c +++ b/src/broadcom/vulkan/v3dv_pipeline.c @@ -241,25 +241,52 @@ shader_module_compile_to_nir(struct v3dv_device *device, return nir; } +static int +type_size_vec4(const struct glsl_type *type, bool bindless) +{ + return glsl_count_attribute_slots(type, false); +} + static void -v3dv_nir_lower_fs_inputs(nir_shader *nir) +lower_fs_inputs(nir_shader *nir) { - /* FIXME: stub */ + nir_assign_io_var_locations(nir, nir_var_shader_in, &nir->num_inputs, + MESA_SHADER_FRAGMENT); + + NIR_PASS_V(nir, nir_lower_io, nir_var_shader_in, type_size_vec4, 0); } -static int -type_size_vec4(const struct glsl_type *type, bool bindless) +static void +lower_vs_inputs(struct nir_shader *nir) { - return glsl_count_attribute_slots(type, false); + nir_assign_io_var_locations(nir, nir_var_shader_in, &nir->num_inputs, + MESA_SHADER_VERTEX); + + /* FIXME: if we call the following pass, we get a crash later. Likely + * because it overlaps with v3d_nir_lower_io. Need further research though. + */ + /* NIR_PASS_V(nir, nir_lower_io, nir_var_shader_in, type_size_vec4, 0); */ } static void -v3dv_nir_lower_fs_outputs(nir_shader *nir) +lower_fs_outputs(nir_shader *nir) { NIR_PASS_V(nir, nir_lower_io, nir_var_shader_out, type_size_vec4, 0); } static void +lower_vs_outputs(nir_shader *nir) +{ + nir_assign_io_var_locations(nir, nir_var_shader_out, &nir->num_outputs, + MESA_SHADER_FRAGMENT); + + /* FIXME: if we call nir_lower_io, we get a crash later. Likely because it + * overlaps with v3d_nir_lower_io. Need further research though. + */ + /* NIR_PASS_V(nir, nir_lower_io, nir_var_shader_out, type_size_vec4, 0); */ +} + +static void shader_debug_output(const char *message, void *data) { /* FIXME: We probably don't want to debug anything extra here, and in fact @@ -655,6 +682,9 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline, pCreateInfo->pInputAssemblyState; pipeline->vs->topology = vk_to_pipe_prim_type[ia_info->topology]; + lower_vs_inputs(p_stage->nir); + lower_vs_outputs(p_stage->nir); + /* Note that at this point we would compile twice, one for vs and * other for vs_bin. For now we are maintaining two pipeline_stage * and two keys. Eventually we could reuse the key. @@ -673,8 +703,8 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline, /* FIXME: create a per-build method with all the lowering * needed. perhaps move to shader_compile_module_to_nir? */ - v3dv_nir_lower_fs_inputs(p_stage->nir); - v3dv_nir_lower_fs_outputs(p_stage->nir); + lower_fs_inputs(p_stage->nir); + lower_fs_outputs(p_stage->nir); compile_pipeline_stage(pipeline->fs); break;