[Mesa-dev] [PATCH v2 24/25] i965: Call spirv_to_nir() instead of glsl_to_nir() for SPIR-V shaders
Timothy Arceri
tarceri at itsqueeze.com
Fri Dec 1 03:44:45 UTC 2017
On 01/12/17 04:28, Eduardo Lima Mitev wrote:
> This is the main fork of the shader compilation code-path, where a NIR
> shader is obtained by calling spirv_to_nir() or glsl_to_nir(),
> depending on its nature..
>
> v2: Use 'spirv_data' member from gl_linked_shader to know which method
> to call. (Timothy Arceri)
> ---
> src/mesa/drivers/dri/i965/brw_program.c | 14 ++++++++++++--
> 1 file changed, 12 insertions(+), 2 deletions(-)
>
> diff --git a/src/mesa/drivers/dri/i965/brw_program.c b/src/mesa/drivers/dri/i965/brw_program.c
> index 755d4973cc0..596118f2fe5 100644
> --- a/src/mesa/drivers/dri/i965/brw_program.c
> +++ b/src/mesa/drivers/dri/i965/brw_program.c
> @@ -31,6 +31,7 @@
>
> #include <pthread.h>
> #include "main/imports.h"
> +#include "main/glspirv.h"
> #include "program/prog_parameter.h"
> #include "program/prog_print.h"
> #include "program/prog_to_nir.h"
> @@ -73,9 +74,18 @@ brw_create_nir(struct brw_context *brw,
> ctx->Const.ShaderCompilerOptions[stage].NirOptions;
> nir_shader *nir;
>
> - /* First, lower the GLSL IR or Mesa IR to NIR */
> + /* First, lower the GLSL/Mesa IR or SPIR-V to NIR */
> if (shader_prog) {
> - nir = glsl_to_nir(shader_prog, stage, options);
> + bool is_spirv_shader =
> + (shader_prog->_LinkedShaders[stage]->spirv_data != NULL);
> +
> + if (!is_spirv_shader) {
> + nir = glsl_to_nir(shader_prog, stage, options);
> + } else {
> + nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
> + }
> + assert (nir);
Rather than messing around with bools, null checks and !'s I'd just
change this to:
/* First, lower the GLSL/Mesa IR or SPIR-V to NIR */
if (shader_prog->_LinkedShaders[stage]->spirv_data) {
nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
} else {
nir = glsl_to_nir(shader_prog, stage, options);
}
assert (nir);
> +
> nir_remove_dead_variables(nir, nir_var_shader_in | nir_var_shader_out);
> nir_lower_returns(nir);
> nir_validate_shader(nir);
>
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