[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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