[Mesa-dev] [PATCH 11/12] i965: Create NIR during LinkShader() and ProgramStringNotify().

Jason Ekstrand jason at jlekstrand.net
Wed Apr 8 11:38:56 PDT 2015


On Wed, Apr 8, 2015 at 2:25 AM, Martin Peres
<martin.peres at linux.intel.com> wrote:
> On 08/04/15 10:06, Kenneth Graunke wrote:
>>
>> Previously, we translated into NIR and did all the optimizations and
>> lowering as part of running fs_visitor.  This meant that we did all of
>> that work twice for fragment shaders - once for SIMD8, and again for
>> SIMD16.  We also had to redo it every time we hit a state based
>> recompile.
>>
>> We now generate NIR once at link time.  ARB programs don't have linking,
>> so we instead generate it at ProgramStringNotify time.
>>
>> Mesa's fixed function vertex program handling doesn't bother to inform
>> the driver about new programs at all (which is rather mean), so we
>> generate NIR at the last minute, if it hasn't happened already.
>>
>> shader-db runs ~9.4% faster on my i7-5600U, with a release build.
>
>
> Nice speed improvement but wouldn't it affect negatively programs using SSO
> to recombine shaders at run time?

No.  I think with SSO we basically just delay linking until they
actually use the shader.  The same linking function gets called either
way.

>>
>> Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
>> ---
>>   src/mesa/drivers/dri/i965/Makefile.sources |   1 +
>>   src/mesa/drivers/dri/i965/brw_fs_nir.cpp   | 174 +----------------------
>>   src/mesa/drivers/dri/i965/brw_nir.c        | 213
>> +++++++++++++++++++++++++++++
>>   src/mesa/drivers/dri/i965/brw_nir.h        |   6 +
>>   src/mesa/drivers/dri/i965/brw_program.c    |   7 +
>>   src/mesa/drivers/dri/i965/brw_shader.cpp   |   6 +
>>   src/mesa/drivers/dri/i965/brw_vec4.cpp     |  17 ++-
>>   src/mesa/main/mtypes.h                     |   2 +
>>   src/mesa/program/program.c                 |   5 +
>>   9 files changed, 255 insertions(+), 176 deletions(-)
>>   create mode 100644 src/mesa/drivers/dri/i965/brw_nir.c
>>
>> diff --git a/src/mesa/drivers/dri/i965/Makefile.sources
>> b/src/mesa/drivers/dri/i965/Makefile.sources
>> index 498d5a7..6d4659f 100644
>> --- a/src/mesa/drivers/dri/i965/Makefile.sources
>> +++ b/src/mesa/drivers/dri/i965/Makefile.sources
>> @@ -77,6 +77,7 @@ i965_FILES = \
>>         brw_misc_state.c \
>>         brw_multisample_state.h \
>>         brw_nir.h \
>> +       brw_nir.c \
>>         brw_nir_analyze_boolean_resolves.c \
>>         brw_object_purgeable.c \
>>         brw_packed_float.c \
>> diff --git a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
>> b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
>> index 034b79a..ccffd5d 100644
>> --- a/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
>> +++ b/src/mesa/drivers/dri/i965/brw_fs_nir.cpp
>> @@ -28,175 +28,10 @@
>>   #include "brw_fs.h"
>>   #include "brw_nir.h"
>>   -static void
>> -nir_optimize(nir_shader *nir)
>> -{
>> -   bool progress;
>> -   do {
>> -      progress = false;
>> -      nir_lower_vars_to_ssa(nir);
>> -      nir_validate_shader(nir);
>> -      nir_lower_alu_to_scalar(nir);
>> -      nir_validate_shader(nir);
>> -      progress |= nir_copy_prop(nir);
>> -      nir_validate_shader(nir);
>> -      nir_lower_phis_to_scalar(nir);
>> -      nir_validate_shader(nir);
>> -      progress |= nir_copy_prop(nir);
>> -      nir_validate_shader(nir);
>> -      progress |= nir_opt_dce(nir);
>> -      nir_validate_shader(nir);
>> -      progress |= nir_opt_cse(nir);
>> -      nir_validate_shader(nir);
>> -      progress |= nir_opt_peephole_select(nir);
>> -      nir_validate_shader(nir);
>> -      progress |= nir_opt_algebraic(nir);
>> -      nir_validate_shader(nir);
>> -      progress |= nir_opt_constant_folding(nir);
>> -      nir_validate_shader(nir);
>> -      progress |= nir_opt_remove_phis(nir);
>> -      nir_validate_shader(nir);
>> -   } while (progress);
>> -}
>> -
>> -static bool
>> -count_nir_instrs_in_block(nir_block *block, void *state)
>> -{
>> -   int *count = (int *) state;
>> -   nir_foreach_instr(block, instr) {
>> -      *count = *count + 1;
>> -   }
>> -   return true;
>> -}
>> -
>> -static int
>> -count_nir_instrs(nir_shader *nir)
>> -{
>> -   int count = 0;
>> -   nir_foreach_overload(nir, overload) {
>> -      if (!overload->impl)
>> -         continue;
>> -      nir_foreach_block(overload->impl, count_nir_instrs_in_block,
>> &count);
>> -   }
>> -   return count;
>> -}
>> -
>>   void
>>   fs_visitor::emit_nir_code()
>>   {
>> -   const nir_shader_compiler_options *options =
>> -      ctx->Const.ShaderCompilerOptions[stage].NirOptions;
>> -
>> -   nir_shader *nir;
>> -   /* First, lower the GLSL IR or Mesa IR to NIR */
>> -   if (shader_prog) {
>> -      nir = glsl_to_nir(&shader->base, options);
>> -   } else {
>> -      nir = prog_to_nir(prog, options);
>> -      nir_convert_to_ssa(nir); /* turn registers into SSA */
>> -   }
>> -   nir_validate_shader(nir);
>> -
>> -   nir_lower_global_vars_to_local(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_lower_tex_projector(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_normalize_cubemap_coords(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_split_var_copies(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_optimize(nir);
>> -
>> -   /* Lower a bunch of stuff */
>> -   nir_lower_var_copies(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   /* Get rid of split copies */
>> -   nir_optimize(nir);
>> -
>> -   if (shader_prog) {
>> -      nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms,
>> -
>> &nir->num_direct_uniforms,
>> -                                                   &nir->num_uniforms);
>> -   } else {
>> -      /* ARB programs generally create a giant array of "uniform" data,
>> and allow
>> -       * indirect addressing without any boundaries.  In the absence of
>> bounds
>> -       * analysis, it's all or nothing.  num_direct_uniforms is only
>> useful when
>> -       * we have some direct and some indirect access; it doesn't matter
>> here.
>> -       */
>> -      nir->num_direct_uniforms = 0;
>> -   }
>> -   nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs);
>> -   nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs);
>> -
>> -   nir_lower_io(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_remove_dead_variables(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   if (shader_prog) {
>> -      nir_lower_samplers(nir, shader_prog, stage);
>> -      nir_validate_shader(nir);
>> -   }
>> -
>> -   nir_lower_system_values(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_lower_atomics(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_optimize(nir);
>> -
>> -   if (brw->gen >= 6) {
>> -      /* Try and fuse multiply-adds */
>> -      nir_opt_peephole_ffma(nir);
>> -      nir_validate_shader(nir);
>> -   }
>> -
>> -   nir_opt_algebraic_late(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_lower_locals_to_regs(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   nir_lower_to_source_mods(nir);
>> -   nir_validate_shader(nir);
>> -   nir_copy_prop(nir);
>> -   nir_validate_shader(nir);
>> -   nir_opt_dce(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   if (unlikely(debug_enabled)) {
>> -      fprintf(stderr, "NIR (SSA form) for %s shader:\n", stage_name);
>> -      nir_print_shader(nir, stderr);
>> -   }
>> -
>> -   if (dispatch_width == 8) {
>> -      static GLuint msg_id = 0;
>> -      _mesa_gl_debug(&brw->ctx, &msg_id,
>> -                     MESA_DEBUG_SOURCE_SHADER_COMPILER,
>> -                     MESA_DEBUG_TYPE_OTHER,
>> -                     MESA_DEBUG_SEVERITY_NOTIFICATION,
>> -                     "%s NIR shader: %d inst\n",
>> -                     stage_abbrev,
>> -                     count_nir_instrs(nir));
>> -   }
>> -
>> -   nir_convert_from_ssa(nir);
>> -   nir_validate_shader(nir);
>> -
>> -   /* This is the last pass we run before we start emitting stuff.  It
>> -    * determines when we need to insert boolean resolves on Gen <= 5.  We
>> -    * run it last because it stashes data in instr->pass_flags and we
>> don't
>> -    * want that to be squashed by other NIR passes.
>> -    */
>> -   if (brw->gen <= 5)
>> -      brw_nir_analyze_boolean_resolves(nir);
>> +   nir_shader *nir = prog->nir;
>>        /* emit the arrays used for inputs and outputs - load/store
>> intrinsics will
>>       * be converted to reads/writes of these arrays
>> @@ -232,13 +67,6 @@ fs_visitor::emit_nir_code()
>>         assert(overload->impl);
>>         nir_emit_impl(overload->impl);
>>      }
>> -
>> -   if (unlikely(debug_enabled)) {
>> -      fprintf(stderr, "NIR (final form) for %s shader:\n", stage_name);
>> -      nir_print_shader(nir, stderr);
>> -   }
>> -
>> -   ralloc_free(nir);
>>   }
>>     void
>> diff --git a/src/mesa/drivers/dri/i965/brw_nir.c
>> b/src/mesa/drivers/dri/i965/brw_nir.c
>> new file mode 100644
>> index 0000000..de4d7aa
>> --- /dev/null
>> +++ b/src/mesa/drivers/dri/i965/brw_nir.c
>> @@ -0,0 +1,213 @@
>> +/*
>> + * Copyright © 2014 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 "glsl/glsl_parser_extras.h"
>> +#include "glsl/nir/glsl_to_nir.h"
>> +#include "program/prog_to_nir.h"
>> +
>> +static void
>> +nir_optimize(nir_shader *nir)
>> +{
>> +   bool progress;
>> +   do {
>> +      progress = false;
>> +      nir_lower_vars_to_ssa(nir);
>> +      nir_validate_shader(nir);
>> +      nir_lower_alu_to_scalar(nir);
>> +      nir_validate_shader(nir);
>> +      progress |= nir_copy_prop(nir);
>> +      nir_validate_shader(nir);
>> +      nir_lower_phis_to_scalar(nir);
>> +      nir_validate_shader(nir);
>> +      progress |= nir_copy_prop(nir);
>> +      nir_validate_shader(nir);
>> +      progress |= nir_opt_dce(nir);
>> +      nir_validate_shader(nir);
>> +      progress |= nir_opt_cse(nir);
>> +      nir_validate_shader(nir);
>> +      progress |= nir_opt_peephole_select(nir);
>> +      nir_validate_shader(nir);
>> +      progress |= nir_opt_algebraic(nir);
>> +      nir_validate_shader(nir);
>> +      progress |= nir_opt_constant_folding(nir);
>> +      nir_validate_shader(nir);
>> +      progress |= nir_opt_remove_phis(nir);
>> +      nir_validate_shader(nir);
>> +   } while (progress);
>> +}
>> +
>> +static bool
>> +count_nir_instrs_in_block(nir_block *block, void *state)
>> +{
>> +   int *count = (int *) state;
>> +   nir_foreach_instr(block, instr) {
>> +      *count = *count + 1;
>> +   }
>> +   return true;
>> +}
>> +
>> +static int
>> +count_nir_instrs(nir_shader *nir)
>> +{
>> +   int count = 0;
>> +   nir_foreach_overload(nir, overload) {
>> +      if (!overload->impl)
>> +         continue;
>> +      nir_foreach_block(overload->impl, count_nir_instrs_in_block,
>> &count);
>> +   }
>> +   return count;
>> +}
>> +
>> +nir_shader *
>> +brw_create_nir(struct brw_context *brw,
>> +               const struct gl_shader_program *shader_prog,
>> +               const struct gl_program *prog,
>> +               gl_shader_stage stage)
>> +{
>> +   struct gl_context *ctx = &brw->ctx;
>> +   const nir_shader_compiler_options *options =
>> +      ctx->Const.ShaderCompilerOptions[stage].NirOptions;
>> +   struct gl_shader *shader = shader_prog ?
>> shader_prog->_LinkedShaders[stage] : NULL;
>> +   bool debug_enabled = INTEL_DEBUG &
>> intel_debug_flag_for_shader_stage(stage);
>> +   nir_shader *nir;
>> +
>> +   /* First, lower the GLSL IR or Mesa IR to NIR */
>> +   if (shader_prog) {
>> +      nir = glsl_to_nir(shader, options);
>> +   } else {
>> +      nir = prog_to_nir(prog, options);
>> +      nir_convert_to_ssa(nir); /* turn registers into SSA */
>> +   }
>> +   nir_validate_shader(nir);
>> +
>> +   nir_lower_global_vars_to_local(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_lower_tex_projector(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_normalize_cubemap_coords(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_split_var_copies(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_optimize(nir);
>> +
>> +   /* Lower a bunch of stuff */
>> +   nir_lower_var_copies(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   /* Get rid of split copies */
>> +   nir_optimize(nir);
>> +
>> +   if (shader_prog) {
>> +      nir_assign_var_locations_scalar_direct_first(nir, &nir->uniforms,
>> +
>> &nir->num_direct_uniforms,
>> +                                                   &nir->num_uniforms);
>> +   } else {
>> +      /* ARB programs generally create a giant array of "uniform" data,
>> and allow
>> +       * indirect addressing without any boundaries.  In the absence of
>> bounds
>> +       * analysis, it's all or nothing.  num_direct_uniforms is only
>> useful when
>> +       * we have some direct and some indirect access; it doesn't matter
>> here.
>> +       */
>> +      nir->num_direct_uniforms = 0;
>> +   }
>> +   nir_assign_var_locations_scalar(&nir->inputs, &nir->num_inputs);
>> +   nir_assign_var_locations_scalar(&nir->outputs, &nir->num_outputs);
>> +
>> +   nir_lower_io(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_remove_dead_variables(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   if (shader_prog) {
>> +      nir_lower_samplers(nir, shader_prog, stage);
>> +      nir_validate_shader(nir);
>> +   }
>> +
>> +   nir_lower_system_values(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_lower_atomics(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_optimize(nir);
>> +
>> +   if (brw->gen >= 6) {
>> +      /* Try and fuse multiply-adds */
>> +      nir_opt_peephole_ffma(nir);
>> +      nir_validate_shader(nir);
>> +   }
>> +
>> +   nir_opt_algebraic_late(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_lower_locals_to_regs(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   nir_lower_to_source_mods(nir);
>> +   nir_validate_shader(nir);
>> +   nir_copy_prop(nir);
>> +   nir_validate_shader(nir);
>> +   nir_opt_dce(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   if (unlikely(debug_enabled)) {
>> +      fprintf(stderr, "NIR (SSA form) for %s shader:\n",
>> +              _mesa_shader_stage_to_string(stage));
>> +      nir_print_shader(nir, stderr);
>> +   }
>> +
>> +   static GLuint msg_id = 0;
>> +   _mesa_gl_debug(&brw->ctx, &msg_id,
>> +                  MESA_DEBUG_SOURCE_SHADER_COMPILER,
>> +                  MESA_DEBUG_TYPE_OTHER,
>> +                  MESA_DEBUG_SEVERITY_NOTIFICATION,
>> +                  "%s NIR shader: %d inst\n",
>> +                  _mesa_shader_stage_to_abbrev(stage),
>> +                  count_nir_instrs(nir));
>> +
>> +   nir_convert_from_ssa(nir);
>> +   nir_validate_shader(nir);
>> +
>> +   /* This is the last pass we run before we start emitting stuff.  It
>> +    * determines when we need to insert boolean resolves on Gen <= 5.  We
>> +    * run it last because it stashes data in instr->pass_flags and we
>> don't
>> +    * want that to be squashed by other NIR passes.
>> +    */
>> +   if (brw->gen <= 5)
>> +      brw_nir_analyze_boolean_resolves(nir);
>> +
>> +   nir_sweep(nir);
>> +
>> +   if (unlikely(debug_enabled)) {
>> +      fprintf(stderr, "NIR (final form) for %s shader:\n",
>> +              _mesa_shader_stage_to_string(stage));
>> +      nir_print_shader(nir, stderr);
>> +   }
>> +
>> +   return nir;
>> +}
>> diff --git a/src/mesa/drivers/dri/i965/brw_nir.h
>> b/src/mesa/drivers/dri/i965/brw_nir.h
>> index 27782a3..3131109 100644
>> --- a/src/mesa/drivers/dri/i965/brw_nir.h
>> +++ b/src/mesa/drivers/dri/i965/brw_nir.h
>> @@ -23,6 +23,7 @@
>>     #pragma once
>>   +#include "brw_context.h"
>>   #include "glsl/nir/nir.h"
>>     #ifdef __cplusplus
>> @@ -73,6 +74,11 @@ enum {
>>     void brw_nir_analyze_boolean_resolves(nir_shader *nir);
>>   +nir_shader *brw_create_nir(struct brw_context *brw,
>> +                           const struct gl_shader_program *shader_prog,
>> +                           const struct gl_program *prog,
>> +                           gl_shader_stage stage);
>> +
>>   #ifdef __cplusplus
>>   }
>>   #endif
>> diff --git a/src/mesa/drivers/dri/i965/brw_program.c
>> b/src/mesa/drivers/dri/i965/brw_program.c
>> index 8920c34..389491c 100644
>> --- a/src/mesa/drivers/dri/i965/brw_program.c
>> +++ b/src/mesa/drivers/dri/i965/brw_program.c
>> @@ -43,6 +43,7 @@
>>     #include "brw_context.h"
>>   #include "brw_shader.h"
>> +#include "brw_nir.h"
>>   #include "brw_wm.h"
>>   #include "intel_batchbuffer.h"
>>   @@ -141,6 +142,9 @@ brwProgramStringNotify(struct gl_context *ctx,
>>           brw_add_texrect_params(prog);
>>   +      prog->nir = brw_create_nir(brw, NULL, prog,
>> +
>> _mesa_program_enum_to_shader_stage(target));
>> +
>>         brw_fs_precompile(ctx, NULL, prog);
>>         break;
>>      }
>> @@ -163,6 +167,9 @@ brwProgramStringNotify(struct gl_context *ctx,
>>           brw_add_texrect_params(prog);
>>   +      prog->nir = brw_create_nir(brw, NULL, prog,
>> +
>> _mesa_program_enum_to_shader_stage(target));
>> +
>>         brw_vs_precompile(ctx, NULL, prog);
>>         break;
>>      }
>> diff --git a/src/mesa/drivers/dri/i965/brw_shader.cpp
>> b/src/mesa/drivers/dri/i965/brw_shader.cpp
>> index 8700077..335a800 100644
>> --- a/src/mesa/drivers/dri/i965/brw_shader.cpp
>> +++ b/src/mesa/drivers/dri/i965/brw_shader.cpp
>> @@ -27,6 +27,7 @@
>>   #include "brw_gs.h"
>>   #include "brw_fs.h"
>>   #include "brw_cfg.h"
>> +#include "brw_nir.h"
>>   #include "glsl/ir_optimization.h"
>>   #include "glsl/glsl_parser_extras.h"
>>   #include "main/shaderapi.h"
>> @@ -229,6 +230,8 @@ brw_link_shader(struct gl_context *ctx, struct
>> gl_shader_program *shProg)
>>        for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders);
>> stage++) {
>>         struct gl_shader *shader = shProg->_LinkedShaders[stage];
>> +      const struct gl_shader_compiler_options *options =
>> +         &ctx->Const.ShaderCompilerOptions[stage];
>>           if (!shader)
>>          continue;
>> @@ -277,6 +280,9 @@ brw_link_shader(struct gl_context *ctx, struct
>> gl_shader_program *shProg)
>>           brw_add_texrect_params(prog);
>>   +      if (options->NirOptions)
>> +         prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage)
>> stage);
>> +
>>         _mesa_reference_program(ctx, &prog, NULL);
>>      }
>>   diff --git a/src/mesa/drivers/dri/i965/brw_vec4.cpp
>> b/src/mesa/drivers/dri/i965/brw_vec4.cpp
>> index ef2fd40..c4c77b2 100644
>> --- a/src/mesa/drivers/dri/i965/brw_vec4.cpp
>> +++ b/src/mesa/drivers/dri/i965/brw_vec4.cpp
>> @@ -25,6 +25,7 @@
>>   #include "brw_fs.h"
>>   #include "brw_cfg.h"
>>   #include "brw_vs.h"
>> +#include "brw_nir.h"
>>   #include "brw_vec4_live_variables.h"
>>   #include "brw_dead_control_flow.h"
>>   @@ -1809,6 +1810,8 @@ brw_vs_emit(struct brw_context *brw,
>>      bool start_busy = false;
>>      double start_time = 0;
>>      const unsigned *assembly = NULL;
>> +   bool use_nir =
>> +      brw->ctx.Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions
>> != NULL;
>>        if (unlikely(brw->perf_debug)) {
>>         start_busy = (brw->batch.last_bo &&
>> @@ -1823,9 +1826,17 @@ brw_vs_emit(struct brw_context *brw,
>>      if (unlikely(INTEL_DEBUG & DEBUG_VS))
>>         brw_dump_ir("vertex", prog, &shader->base, &c->vp->program.Base);
>>   -   if (brw->scalar_vs &&
>> -       (prog ||
>> -
>> brw->ctx.Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].NirOptions)) {
>> +   if (use_nir && !c->vp->program.Base.nir) {
>> +      /* Normally we generate NIR in LinkShader() or
>> ProgramStringNotify(), but
>> +       * Mesa's fixed-function vertex program handling doesn't notify the
>> driver
>> +       * at all.  Just do it here, at the last minute, even though it's
>> lame.
>> +       */
>> +      assert(c->vp->program.Base.Id == 0 && prog == NULL);
>> +      c->vp->program.Base.nir =
>> +         brw_create_nir(brw, NULL, &c->vp->program.Base,
>> MESA_SHADER_VERTEX);
>> +   }
>> +
>> +   if (brw->scalar_vs && (prog || use_nir)) {
>>         fs_visitor v(brw, mem_ctx, &c->key, prog_data, prog,
>> &c->vp->program, 8);
>>         if (!v.run_vs()) {
>>            if (prog) {
>> diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
>> index 6184028..5d726b4 100644
>> --- a/src/mesa/main/mtypes.h
>> +++ b/src/mesa/main/mtypes.h
>> @@ -2087,6 +2087,8 @@ struct gl_program
>>        struct prog_instruction *Instructions;
>>   +   struct nir_shader *nir;
>> +
>>      GLbitfield64 InputsRead;     /**< Bitmask of which input regs are
>> read */
>>      GLbitfield64 OutputsWritten; /**< Bitmask of which output regs are
>> written */
>>      GLbitfield SystemValuesRead;   /**< Bitmask of SYSTEM_VALUE_x inputs
>> used */
>> diff --git a/src/mesa/program/program.c b/src/mesa/program/program.c
>> index 3c214d5..4f28e2a 100644
>> --- a/src/mesa/program/program.c
>> +++ b/src/mesa/program/program.c
>> @@ -37,6 +37,7 @@
>>   #include "prog_cache.h"
>>   #include "prog_parameter.h"
>>   #include "prog_instruction.h"
>> +#include "util/ralloc.h"
>>       /**
>> @@ -380,6 +381,10 @@ _mesa_delete_program(struct gl_context *ctx, struct
>> gl_program *prog)
>>         _mesa_free_parameter_list(prog->Parameters);
>>      }
>>   +   if (prog->nir) {
>> +      ralloc_free(prog->nir);
>> +   }
>> +
>>      free(prog);
>>   }
>>
>
>
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