[Mesa-dev] [PATCH 2/2] st/glsl_to_nir: use nir_shader_gather_info()
Timothy Arceri
tarceri at itsqueeze.com
Wed Nov 1 11:01:38 UTC 2017
Use the NIR helper rather than the GLSL IR helper to get in/out
masks. This allows us to ignore varyings removed by NIR
optimisations.
---
src/mesa/state_tracker/st_glsl_to_nir.cpp | 18 ++++++++++--------
1 file changed, 10 insertions(+), 8 deletions(-)
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp
index d59e472584..7f4651a3cc 100644
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
@@ -266,30 +266,26 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
* This should be enough for Bitmap and DrawPixels constants.
*/
_mesa_reserve_parameter_storage(prog->Parameters, 8);
/* This has to be done last. Any operation the can cause
* prog->ParameterValues to get reallocated (e.g., anything that adds a
* program constant) has to happen before creating this linkage.
*/
_mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
- st_set_prog_affected_state_flags(prog);
-
NIR_PASS_V(nir, nir_lower_io_to_temporaries,
nir_shader_get_entrypoint(nir),
true, true);
NIR_PASS_V(nir, nir_lower_global_vars_to_local);
NIR_PASS_V(nir, nir_split_var_copies);
NIR_PASS_V(nir, nir_lower_var_copies);
- NIR_PASS_V(nir, st_nir_lower_builtin);
- NIR_PASS_V(nir, nir_lower_atomics, shader_program);
/* fragment shaders may need : */
if (stage == MESA_SHADER_FRAGMENT) {
static const gl_state_index wposTransformState[STATE_LENGTH] = {
STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
};
nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
struct pipe_screen *pscreen = st->pipe->screen;
memcpy(wpos_options.state_tokens, wposTransformState,
@@ -302,20 +298,30 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
wpos_options.fs_coord_pixel_center_half_integer =
pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
nir_validate_shader(nir);
_mesa_add_state_reference(prog->Parameters, wposTransformState);
}
}
+ NIR_PASS_V(nir, nir_lower_system_values);
+
+ nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+ prog->info = nir->info;
+
+ st_set_prog_affected_state_flags(prog);
+
+ NIR_PASS_V(nir, st_nir_lower_builtin);
+ NIR_PASS_V(nir, nir_lower_atomics, shader_program);
+
if (st->ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
_mesa_log("NIR IR for linked %s program %d:\n",
_mesa_shader_stage_to_string(stage),
shader_program->Name);
nir_print_shader(nir, _mesa_get_log_file());
_mesa_log("\n\n");
}
prog->nir = nir;
@@ -387,44 +393,40 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
} else {
unreachable("invalid shader type for tgsi bypass\n");
}
NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
st_nir_assign_uniform_locations(prog, shader_program,
&nir->uniforms, &nir->num_uniforms);
- NIR_PASS_V(nir, nir_lower_system_values);
-
if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
else
NIR_PASS_V(nir, nir_lower_samplers, shader_program);
}
struct gl_program *
st_nir_get_mesa_program(struct gl_context *ctx,
struct gl_shader_program *shader_program,
struct gl_linked_shader *shader)
{
struct st_context *st = st_context(ctx);
struct gl_program *prog;
validate_ir_tree(shader->ir);
prog = shader->Program;
prog->Parameters = _mesa_new_parameter_list();
- do_set_program_inouts(shader->ir, prog, shader->Stage);
-
_mesa_copy_linked_program_data(shader_program, shader);
_mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
prog->Parameters);
if (ctx->_Shader->Flags & GLSL_DUMP) {
_mesa_log("\n");
_mesa_log("GLSL IR for linked %s program %d:\n",
_mesa_shader_stage_to_string(shader->Stage),
shader_program->Name);
_mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
--
2.14.3
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