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authorIago Toral Quiroga <itoral@igalia.com>2015-06-29 13:52:30 +0200
committerJason Ekstrand <jason.ekstrand@intel.com>2015-08-03 09:40:50 -0700
commit551af29d2d8be33b66641fe47ee5156489c16132 (patch)
treedfab91dedce19048267d44e99ae949620bb55b82 /src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp
parent7ade42755f8900aaf67073214c073419f734e7a8 (diff)
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i965/nir/gs: Handle geometry shaders inputs
Outputs from the vertex shader become array inputs in the geomtry shader, but the arrays are interleaved, so we need to map our inputs accordingly. Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
Diffstat (limited to 'src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp')
-rw-r--r--src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp68
1 files changed, 68 insertions, 0 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp b/src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp
new file mode 100644
index 0000000..de38bda
--- /dev/null
+++ b/src/mesa/drivers/dri/i965/brw_vec4_gs_nir.cpp
@@ -0,0 +1,68 @@
+/*
+ * Copyright © 2015 Intel Corporation
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+ * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+ * IN THE SOFTWARE.
+ */
+
+#include "brw_nir.h"
+#include "brw_vec4_gs_visitor.h"
+
+namespace brw {
+
+void
+vec4_gs_visitor::nir_setup_inputs(nir_shader *shader)
+{
+ nir_inputs = ralloc_array(mem_ctx, src_reg, shader->num_inputs);
+
+ foreach_list_typed(nir_variable, var, node, &shader->inputs) {
+ int offset = var->data.driver_location;
+ if (var->type->base_type == GLSL_TYPE_ARRAY) {
+ /* Geometry shader inputs are arrays, but they use an unusual array
+ * layout: instead of all array elements for a given geometry shader
+ * input being stored consecutively, all geometry shader inputs are
+ * interleaved into one giant array. At this stage of compilation, we
+ * assume that the stride of the array is BRW_VARYING_SLOT_COUNT.
+ * Later, setup_attributes() will remap our accesses to the actual
+ * input array.
+ */
+ assert(var->type->length > 0);
+ int length = var->type->length;
+ int size = type_size(var->type) / length;
+ for (int i = 0; i < length; i++) {
+ int location = var->data.location + i * BRW_VARYING_SLOT_COUNT;
+ for (int j = 0; j < size; j++) {
+ src_reg src = src_reg(ATTR, location + j, var->type);
+ src = retype(src, brw_type_for_base_type(var->type));
+ nir_inputs[offset] = src;
+ offset++;
+ }
+ }
+ } else {
+ int size = type_size(var->type);
+ for (int i = 0; i < size; i++) {
+ src_reg src = src_reg(ATTR, var->data.location + i, var->type);
+ src = retype(src, brw_type_for_base_type(var->type));
+ nir_inputs[offset] = src;
+ offset++;
+ }
+ }
+ }
+}
+}