From d8ab71b207138439f23d377b07e7c4678426b62b Mon Sep 17 00:00:00 2001 From: Dave Airlie Date: Thu, 30 Mar 2017 08:23:36 +0100 Subject: [PATCH] radv/ac: hook up shader information handling for tessellation This hooks up the tessellation shader info to the nir values and ctx generated ones. Reviewed-by: Bas Nieuwenhuizen Signed-off-by: Dave Airlie --- src/amd/common/ac_nir_to_llvm.c | 26 ++++++++++++++++++++++++++ 1 file changed, 26 insertions(+) diff --git a/src/amd/common/ac_nir_to_llvm.c b/src/amd/common/ac_nir_to_llvm.c index 8f56fbf..bd42bbf 100644 --- a/src/amd/common/ac_nir_to_llvm.c +++ b/src/amd/common/ac_nir_to_llvm.c @@ -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; -- 2.7.4