Mesa (main): glsl/st: vectorise interfaces of SSO shader programs

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
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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