Mesa (main): glsl/st: vectorise interfaces of SSO shader programs
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Mon Apr 18 03:03:14 UTC 2022
Module: Mesa
Branch: main
Commit: 3dae5442efa05010f8822ae9cfe04de2f33ce7fc
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=3dae5442efa05010f8822ae9cfe04de2f33ce7fc
Author: Timothy Arceri <tarceri at itsqueeze.com>
Date: Thu Apr 14 13:35:57 2022 +1000
glsl/st: vectorise interfaces of SSO shader programs
For example the SSO program may consist of just tcs -> gs or even
just a vs. In these cases we want to vectorise the externally
facing shader interfaces just like we would in non SSO programs.
Reviewed-by: Marek Olšák <marek.olsak at amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15941>
---
src/mesa/state_tracker/st_glsl_to_nir.cpp | 24 +++++++++++++++++++++++-
1 file changed, 23 insertions(+), 1 deletion(-)
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp
index a4d071771d8..ac3e99ff336 100644
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
@@ -562,9 +562,14 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
static void
st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
{
+ if (consumer)
+ NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
+
+ if (!producer)
+ return;
+
NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
- NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
/* Calling lower_io_to_vector creates output variable writes with
@@ -868,6 +873,23 @@ st_link_nir(struct gl_context *ctx,
}
}
+ /* If the program is a separate shader program check if we need to vectorise
+ * the first and last program interfaces too.
+ */
+ if (shader_program->SeparateShader && num_shaders > 0) {
+ struct gl_linked_shader *first_shader = linked_shader[0];
+ struct gl_linked_shader *last_shader = linked_shader[num_shaders - 1];
+ if (first_shader->Stage != MESA_SHADER_COMPUTE) {
+ if (ctx->Const.ShaderCompilerOptions[first_shader->Stage].NirOptions->vectorize_io &&
+ first_shader->Stage > MESA_SHADER_VERTEX)
+ st_nir_vectorize_io(NULL, first_shader->Program->nir);
+
+ if (ctx->Const.ShaderCompilerOptions[last_shader->Stage].NirOptions->vectorize_io &&
+ last_shader->Stage < MESA_SHADER_FRAGMENT)
+ st_nir_vectorize_io(last_shader->Program->nir, NULL);
+ }
+ }
+
struct shader_info *prev_info = NULL;
for (unsigned i = 0; i < num_shaders; i++) {
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