From: Jason Ekstrand Date: Mon, 21 Jan 2019 22:09:56 +0000 (-0600) Subject: spirv: Only set interface_type on blocks X-Git-Tag: upstream/19.0.0~403 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=9c14440e8194acaa92cf0edb751700b94570ec3b;p=platform%2Fupstream%2Fmesa.git spirv: Only set interface_type on blocks Instead of setting interface_type to whatever the per-vertex type is, we only set it on blocks. This allows later passes to tell the difference between variables that are in blocks and those that aren't. Reviewed-by: Alejandro PiƱeiro --- diff --git a/src/compiler/spirv/vtn_variables.c b/src/compiler/spirv/vtn_variables.c index 37dfcf1..792b741 100644 --- a/src/compiler/spirv/vtn_variables.c +++ b/src/compiler/spirv/vtn_variables.c @@ -2022,7 +2022,7 @@ vtn_create_variable(struct vtn_builder *b, struct vtn_value *val, * able to preserve that information. */ - struct vtn_type *interface_type = var->type; + struct vtn_type *per_vertex_type = var->type; if (is_per_vertex_inout(var, b->shader->info.stage)) { /* In Geometry shaders (and some tessellation), inputs come * in per-vertex arrays. However, some builtins come in @@ -2030,24 +2030,40 @@ vtn_create_variable(struct vtn_builder *b, struct vtn_value *val, * any case, there are no non-builtin arrays allowed so this * check should be sufficient. */ - interface_type = var->type->array_element; + per_vertex_type = var->type->array_element; } var->var = rzalloc(b->shader, nir_variable); var->var->name = ralloc_strdup(var->var, val->name); /* In Vulkan, shader I/O variables don't have any explicit layout but * some layouts may have leaked through due to type deduplication in - * the SPIR-V. + * the SPIR-V. We do, however, keep the layouts in the variable's + * interface_type because we need offsets for XFB arrays of blocks. */ var->var->type = glsl_get_bare_type(var->type->type); - var->var->interface_type = interface_type->type; var->var->data.mode = nir_mode; var->var->data.patch = var->patch; - if (interface_type->base_type == vtn_base_type_struct && - interface_type->block) { + /* Figure out the interface block type. */ + struct vtn_type *iface_type = per_vertex_type; + if (var->mode == vtn_variable_mode_output && + (b->shader->info.stage == MESA_SHADER_VERTEX || + b->shader->info.stage == MESA_SHADER_TESS_EVAL || + b->shader->info.stage == MESA_SHADER_GEOMETRY)) { + /* For vertex data outputs, we can end up with arrays of blocks for + * transform feedback where each array element corresponds to a + * different XFB output buffer. + */ + while (iface_type->base_type == vtn_base_type_array) + iface_type = iface_type->array_element; + } + if (iface_type->base_type == vtn_base_type_struct && iface_type->block) + var->var->interface_type = iface_type->type; + + if (per_vertex_type->base_type == vtn_base_type_struct && + per_vertex_type->block) { /* It's a struct. Set it up as per-member. */ - var->var->num_members = glsl_get_length(interface_type->type); + var->var->num_members = glsl_get_length(per_vertex_type->type); var->var->members = rzalloc_array(var->var, struct nir_variable_data, var->var->num_members); @@ -2058,9 +2074,9 @@ vtn_create_variable(struct vtn_builder *b, struct vtn_value *val, } /* For inputs and outputs, we need to grab locations and builtin - * information from the interface type. + * information from the per-vertex type. */ - vtn_foreach_decoration(b, vtn_value(b, interface_type->id, + vtn_foreach_decoration(b, vtn_value(b, per_vertex_type->id, vtn_value_type_type), var_decoration_cb, var); break;