[Mesa-dev] [PATCH 1/2] st/glsl_to_nir: gather next_stage in shader_info
Timothy Arceri
tarceri at itsqueeze.com
Mon Mar 19 03:10:31 UTC 2018
On 28/02/18 03:45, Marek Olšák wrote:
> On Mon, Feb 26, 2018 at 10:43 AM, Timothy Arceri <tarceri at itsqueeze.com> wrote:
>> ---
>> src/compiler/shader_info.h | 5 +++++
>> src/mesa/state_tracker/st_glsl_to_nir.cpp | 13 +++++++++++++
>> 2 files changed, 18 insertions(+)
>>
>> diff --git a/src/compiler/shader_info.h b/src/compiler/shader_info.h
>> index e7fd7dbe62..11a59ff6ac 100644
>> --- a/src/compiler/shader_info.h
>> +++ b/src/compiler/shader_info.h
>> @@ -54,6 +54,11 @@ typedef struct shader_info {
>> /** The shader stage, such as MESA_SHADER_VERTEX. */
>> gl_shader_stage stage;
>>
>> + /** The shader stage in a non SSO linked program that follows this stage,
>> + * such as MESA_SHADER_FRAGMENT.
>> + */
>> + gl_shader_stage next_stage;
>> +
>> /* Number of textures used by this shader */
>> unsigned num_textures;
>> /* Number of uniform buffers used by this shader */
>> diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp
>> index 765c827d93..914fd2e898 100644
>> --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
>> +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
>> @@ -317,6 +317,19 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
>>
>> nir_shader *nir = glsl_to_nir(shader_program, stage, options);
>>
>> + /* Set the next shader stage hint for VS and TES. */
>> + if (!nir->info.separate_shader &&
>> + (nir->info.stage == MESA_SHADER_VERTEX ||
>> + nir->info.stage == MESA_SHADER_TESS_EVAL)) {
>> +
>> + unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
>> + unsigned stages_mask =
>> + ~prev_stages & shader_program->data->linked_stages;
>> +
>> + nir->info.next_stage = stages_mask ?
>> + (gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT;
>
> ffs would be better.
>
> Also, ureg sets ..._SHADER_FRAGMENT if st/mesa doesn't set anything
> (e.g. it's a separate shader).
Yes the ureg function does that, which is what the "stages_mask ?" above
does too. However separate shaders don't get set because
ureg_set_next_shader_processor() won't get called for them.
/* Set the next shader stage hint for VS and TES. */
switch (procType) {
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_TESS_EVAL:
if (program->shader_program->SeparateShader)
break;
for (i = program->shader->Stage+1; i <= MESA_SHADER_FRAGMENT; i++) {
if (program->shader_program->_LinkedShaders[i]) {
ureg_set_next_shader_processor(
ureg, pipe_shader_type_from_mesa((gl_shader_stage)i));
break;
}
}
break;
}
>
> Marek
>
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