st/mesa: remove dead/no-op code due to IO being always lowered
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33146>
This commit is contained in:
@@ -62,71 +62,6 @@ type_size(const struct glsl_type *type)
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return glsl_count_attribute_slots(type, false);
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return glsl_count_attribute_slots(type, false);
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}
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}
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/* Depending on pipe_caps.tgsi_texcoord (st->needs_texcoord_semantic) we
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* may need to fix up varying slots so the glsl->nir path is aligned
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* with the anything->tgsi->nir path.
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*/
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static void
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st_nir_fixup_varying_slots(struct st_context *st, nir_shader *shader,
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nir_variable_mode mode)
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{
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if (st->needs_texcoord_semantic)
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return;
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/* This is called from finalize, but we don't want to do this adjustment twice. */
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assert(!st->allow_st_finalize_nir_twice);
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nir_foreach_variable_with_modes(var, shader, mode) {
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if (var->data.location >= VARYING_SLOT_VAR0 && var->data.location < VARYING_SLOT_PATCH0) {
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var->data.location += 9;
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} else if (var->data.location == VARYING_SLOT_PNTC) {
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var->data.location = VARYING_SLOT_VAR8;
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} else if ((var->data.location >= VARYING_SLOT_TEX0) &&
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(var->data.location <= VARYING_SLOT_TEX7)) {
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var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
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}
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}
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}
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/* input location assignment for VS inputs must be handled specially, so
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* that it is aligned w/ st's vbo state.
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* (This isn't the case with, for ex, FS inputs, which only need to agree
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* on varying-slot w/ the VS outputs)
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*/
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void
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st_nir_assign_vs_in_locations(struct nir_shader *nir)
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{
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if (nir->info.stage != MESA_SHADER_VERTEX || nir->info.io_lowered)
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return;
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nir->num_inputs = util_bitcount64(nir->info.inputs_read);
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bool removed_inputs = false;
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nir_foreach_shader_in_variable_safe(var, nir) {
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/* NIR already assigns dual-slot inputs to two locations so all we have
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* to do is compact everything down.
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*/
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if (nir->info.inputs_read & BITFIELD64_BIT(var->data.location)) {
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var->data.driver_location =
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util_bitcount64(nir->info.inputs_read &
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BITFIELD64_MASK(var->data.location));
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} else {
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/* Convert unused input variables to shader_temp (with no
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* initialization), to avoid confusing drivers looking through the
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* inputs array and expecting to find inputs with a driver_location
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* set.
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*/
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var->data.mode = nir_var_shader_temp;
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removed_inputs = true;
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}
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}
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/* Re-lower global vars, to deal with any dead VS inputs. */
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if (removed_inputs)
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NIR_PASS(_, nir, nir_lower_global_vars_to_local);
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}
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static int
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static int
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st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
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st_nir_lookup_parameter_index(struct gl_program *prog, nir_variable *var)
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{
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{
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@@ -405,45 +340,6 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
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return msg;
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return msg;
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}
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}
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static void
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st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
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{
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if (consumer)
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NIR_PASS(_, consumer, nir_lower_io_to_vector, nir_var_shader_in);
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if (!producer)
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return;
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NIR_PASS(_, producer, nir_lower_io_to_vector, nir_var_shader_out);
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if (producer->info.stage == MESA_SHADER_TESS_CTRL &&
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producer->options->vectorize_tess_levels)
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NIR_PASS(_, producer, nir_vectorize_tess_levels);
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NIR_PASS(_, producer, nir_opt_combine_stores, nir_var_shader_out);
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if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
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/* Calling lower_io_to_vector creates output variable writes with
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* write-masks. We only support these for TCS outputs, so for other
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* stages, we need to call nir_lower_io_to_temporaries to get rid of
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* them. This, in turn, creates temporary variables and extra
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* copy_deref intrinsics that we need to clean up.
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*/
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NIR_PASS(_, producer, nir_lower_io_to_temporaries,
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nir_shader_get_entrypoint(producer), true, false);
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NIR_PASS(_, producer, nir_lower_global_vars_to_local);
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NIR_PASS(_, producer, nir_split_var_copies);
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NIR_PASS(_, producer, nir_lower_var_copies);
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}
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/* Undef scalar store_deref intrinsics are not ignored by nir_lower_io,
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* so they must be removed before that. These passes remove them.
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*/
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NIR_PASS(_, producer, nir_lower_vars_to_ssa);
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NIR_PASS(_, producer, nir_opt_undef);
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NIR_PASS(_, producer, nir_opt_dce);
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}
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extern "C" {
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extern "C" {
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bool
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bool
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@@ -580,28 +476,18 @@ st_link_glsl_to_nir(struct gl_context *ctx,
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const struct gl_shader_compiler_options *options =
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const struct gl_shader_compiler_options *options =
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&ctx->Const.ShaderCompilerOptions[stage];
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&ctx->Const.ShaderCompilerOptions[stage];
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if (nir->info.io_lowered) {
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/* Since IO is lowered, we won't need the IO variables from now on.
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/* Since IO is lowered, we won't need the IO variables from now on.
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* nir_build_program_resource_list was the last pass that needed them.
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* nir_build_program_resource_list was the last pass that needed them.
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*/
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*/
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NIR_PASS_V(nir, nir_remove_dead_variables,
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NIR_PASS_V(nir, nir_remove_dead_variables,
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nir_var_shader_in | nir_var_shader_out, NULL);
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nir_var_shader_in | nir_var_shader_out, NULL);
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}
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/* If there are forms of indirect addressing that the driver
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/* If there are forms of indirect addressing that the driver
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* cannot handle, perform the lowering pass.
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* cannot handle, perform the lowering pass.
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*/
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*/
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if (!(nir->options->support_indirect_inputs & BITFIELD_BIT(stage)) ||
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if (options->EmitNoIndirectTemp || options->EmitNoIndirectUniform) {
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!(nir->options->support_indirect_outputs & BITFIELD_BIT(stage)) ||
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options->EmitNoIndirectTemp || options->EmitNoIndirectUniform) {
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nir_variable_mode mode = (nir_variable_mode)0;
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nir_variable_mode mode = (nir_variable_mode)0;
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if (!nir->info.io_lowered) {
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mode |= !(nir->options->support_indirect_inputs & BITFIELD_BIT(stage)) ?
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nir_var_shader_in : (nir_variable_mode)0;
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mode |= !(nir->options->support_indirect_outputs & BITFIELD_BIT(stage)) ?
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nir_var_shader_out : (nir_variable_mode)0;
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}
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mode |= options->EmitNoIndirectTemp ?
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mode |= options->EmitNoIndirectTemp ?
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nir_var_function_temp : (nir_variable_mode)0;
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nir_var_function_temp : (nir_variable_mode)0;
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mode |= options->EmitNoIndirectUniform ?
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mode |= options->EmitNoIndirectUniform ?
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@@ -624,50 +510,6 @@ st_link_glsl_to_nir(struct gl_context *ctx,
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struct nir_lower_compute_system_values_options cs_options = {};
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struct nir_lower_compute_system_values_options cs_options = {};
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NIR_PASS(_, nir, nir_lower_system_values);
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NIR_PASS(_, nir, nir_lower_system_values);
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NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
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NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
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if (nir->info.io_lowered)
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continue; /* the rest is for non-lowered IO only */
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/* Remap the locations to slots so those requiring two slots will occupy
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* two locations. For instance, if we have in the IR code a dvec3 attr0 in
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* location 0 and vec4 attr1 in location 1, in NIR attr0 will use
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* locations/slots 0 and 1, and attr1 will use location/slot 2
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*/
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if (nir->info.stage == MESA_SHADER_VERTEX && !shader_program->data->spirv)
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nir_remap_dual_slot_attributes(nir, &shader->Program->DualSlotInputs);
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if (i >= 1) {
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struct gl_program *prev_shader = linked_shader[i - 1]->Program;
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/* We can't use nir_compact_varyings with transform feedback, since
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* the pipe_stream_output->output_register field is based on the
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* pre-compacted driver_locations.
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*/
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if (!(prev_shader->sh.LinkedTransformFeedback &&
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prev_shader->sh.LinkedTransformFeedback->NumVarying > 0))
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nir_compact_varyings(prev_shader->nir,
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nir, ctx->API != API_OPENGL_COMPAT);
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if (ctx->Const.ShaderCompilerOptions[shader->Stage].NirOptions->vectorize_io)
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st_nir_vectorize_io(prev_shader->nir, nir);
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}
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}
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/* If the program is a separate shader program check if we need to vectorise
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* the first and last program interfaces too.
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*/
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if (shader_program->SeparateShader && num_shaders > 0) {
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struct gl_linked_shader *first_shader = linked_shader[0];
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struct gl_linked_shader *last_shader = linked_shader[num_shaders - 1];
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if (first_shader->Stage != MESA_SHADER_COMPUTE) {
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if (ctx->Const.ShaderCompilerOptions[first_shader->Stage].NirOptions->vectorize_io &&
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first_shader->Stage > MESA_SHADER_VERTEX)
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st_nir_vectorize_io(NULL, first_shader->Program->nir);
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if (ctx->Const.ShaderCompilerOptions[last_shader->Stage].NirOptions->vectorize_io &&
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last_shader->Stage < MESA_SHADER_FRAGMENT)
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st_nir_vectorize_io(last_shader->Program->nir, NULL);
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}
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}
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}
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struct shader_info *prev_info = NULL;
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struct shader_info *prev_info = NULL;
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@@ -732,18 +574,8 @@ st_link_glsl_to_nir(struct gl_context *ctx,
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prog->info.num_abos = old_info.num_abos;
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prog->info.num_abos = old_info.num_abos;
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if (prog->info.stage == MESA_SHADER_VERTEX) {
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if (prog->info.stage == MESA_SHADER_VERTEX) {
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if (prog->nir->info.io_lowered) {
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prog->info.inputs_read = prog->nir->info.inputs_read;
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prog->info.inputs_read = prog->nir->info.inputs_read;
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prog->DualSlotInputs = prog->nir->info.dual_slot_inputs;
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prog->DualSlotInputs = prog->nir->info.dual_slot_inputs;
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} else {
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/* NIR expands dual-slot inputs out to two locations. We need to
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* compact things back down GL-style single-slot inputs to avoid
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* confusing the state tracker.
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*/
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prog->info.inputs_read =
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nir_get_single_slot_attribs_mask(prog->nir->info.inputs_read,
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prog->DualSlotInputs);
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}
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/* Initialize st_vertex_program members. */
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/* Initialize st_vertex_program members. */
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st_prepare_vertex_program(prog);
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st_prepare_vertex_program(prog);
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@@ -783,45 +615,6 @@ st_link_glsl_to_nir(struct gl_context *ctx,
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return true;
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return true;
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}
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}
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void
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st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
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{
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/* Lowered IO don't have variables, so exit. */
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if (nir->info.io_lowered)
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return;
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if (nir->info.stage == MESA_SHADER_VERTEX) {
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nir_assign_io_var_locations(nir, nir_var_shader_out,
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&nir->num_outputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
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} else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
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nir->info.stage == MESA_SHADER_TESS_CTRL ||
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nir->info.stage == MESA_SHADER_TESS_EVAL) {
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nir_assign_io_var_locations(nir, nir_var_shader_in,
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&nir->num_inputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
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nir_assign_io_var_locations(nir, nir_var_shader_out,
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&nir->num_outputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, nir, nir_var_shader_out);
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} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
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nir_assign_io_var_locations(nir, nir_var_shader_in,
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&nir->num_inputs,
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nir->info.stage);
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st_nir_fixup_varying_slots(st, nir, nir_var_shader_in);
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nir_assign_io_var_locations(nir, nir_var_shader_out,
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&nir->num_outputs,
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nir->info.stage);
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} else if (nir->info.stage == MESA_SHADER_COMPUTE) {
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/* TODO? */
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} else {
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unreachable("invalid shader type");
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}
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}
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void
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void
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st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
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st_nir_lower_samplers(struct pipe_screen *screen, nir_shader *nir,
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struct gl_shader_program *shader_program,
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struct gl_shader_program *shader_program,
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@@ -885,9 +678,6 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
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MESA_TRACE_FUNC();
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MESA_TRACE_FUNC();
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NIR_PASS(_, nir, nir_split_var_copies);
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NIR_PASS(_, nir, nir_lower_var_copies);
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const bool lower_tg4_offsets =
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const bool lower_tg4_offsets =
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!is_draw_shader && !st->screen->caps.texture_gather_offsets;
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!is_draw_shader && !st->screen->caps.texture_gather_offsets;
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@@ -899,7 +689,6 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
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NIR_PASS(_, nir, nir_lower_tex, &opts);
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NIR_PASS(_, nir, nir_lower_tex, &opts);
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}
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}
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st_nir_assign_varying_locations(st, nir);
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st_nir_assign_uniform_locations(st->ctx, prog, nir);
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st_nir_assign_uniform_locations(st->ctx, prog, nir);
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/* Set num_uniforms in number of attribute slots (vec4s) */
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/* Set num_uniforms in number of attribute slots (vec4s) */
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@@ -48,10 +48,6 @@ void st_finalize_nir(struct st_context *st, struct gl_program *prog,
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struct nir_shader *nir, bool is_before_variants,
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struct nir_shader *nir, bool is_before_variants,
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bool is_draw_shader);
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bool is_draw_shader);
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void st_nir_assign_vs_in_locations(struct nir_shader *nir);
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void st_nir_assign_varying_locations(struct st_context *st,
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struct nir_shader *nir);
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void st_nir_lower_samplers(struct pipe_screen *screen, struct nir_shader *nir,
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void st_nir_lower_samplers(struct pipe_screen *screen, struct nir_shader *nir,
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struct gl_shader_program *shader_program,
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struct gl_shader_program *shader_program,
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struct gl_program *prog);
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struct gl_program *prog);
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@@ -39,9 +39,6 @@ st_nir_finish_builtin_nir(struct st_context *st, nir_shader *nir)
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if (stage == MESA_SHADER_FRAGMENT)
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if (stage == MESA_SHADER_FRAGMENT)
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||||||
nir->info.fs.untyped_color_outputs = true;
|
nir->info.fs.untyped_color_outputs = true;
|
||||||
|
|
||||||
NIR_PASS(_, nir, nir_lower_global_vars_to_local);
|
|
||||||
NIR_PASS(_, nir, nir_split_var_copies);
|
|
||||||
NIR_PASS(_, nir, nir_lower_var_copies);
|
|
||||||
NIR_PASS(_, nir, nir_lower_system_values);
|
NIR_PASS(_, nir, nir_lower_system_values);
|
||||||
|
|
||||||
struct nir_lower_compute_system_values_options cs_options = {
|
struct nir_lower_compute_system_values_options cs_options = {
|
||||||
@@ -50,14 +47,6 @@ st_nir_finish_builtin_nir(struct st_context *st, nir_shader *nir)
|
|||||||
};
|
};
|
||||||
NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
|
NIR_PASS(_, nir, nir_lower_compute_system_values, &cs_options);
|
||||||
|
|
||||||
if (nir->options->lower_to_scalar) {
|
|
||||||
nir_variable_mode mask =
|
|
||||||
(stage > MESA_SHADER_VERTEX ? nir_var_shader_in : 0) |
|
|
||||||
(stage < MESA_SHADER_FRAGMENT ? nir_var_shader_out : 0);
|
|
||||||
|
|
||||||
NIR_PASS(_, nir, nir_lower_io_to_scalar_early, mask);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (st->lower_rect_tex) {
|
if (st->lower_rect_tex) {
|
||||||
const struct nir_lower_tex_options opts = { .lower_rect = true, };
|
const struct nir_lower_tex_options opts = { .lower_rect = true, };
|
||||||
NIR_PASS(_, nir, nir_lower_tex, &opts);
|
NIR_PASS(_, nir, nir_lower_tex, &opts);
|
||||||
@@ -66,9 +55,6 @@ st_nir_finish_builtin_nir(struct st_context *st, nir_shader *nir)
|
|||||||
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
|
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
|
||||||
nir_recompute_io_bases(nir, nir_var_shader_in | nir_var_shader_out);
|
nir_recompute_io_bases(nir, nir_var_shader_in | nir_var_shader_out);
|
||||||
|
|
||||||
st_nir_assign_vs_in_locations(nir);
|
|
||||||
st_nir_assign_varying_locations(st, nir);
|
|
||||||
|
|
||||||
st_nir_lower_samplers(screen, nir, NULL, NULL);
|
st_nir_lower_samplers(screen, nir, NULL, NULL);
|
||||||
st_nir_lower_uniforms(st, nir);
|
st_nir_lower_uniforms(st, nir);
|
||||||
if (!screen->caps.nir_images_as_deref)
|
if (!screen->caps.nir_images_as_deref)
|
||||||
|
@@ -349,21 +349,7 @@ st_release_program(struct st_context *st, struct gl_program **p)
|
|||||||
void
|
void
|
||||||
st_finalize_nir_before_variants(struct nir_shader *nir)
|
st_finalize_nir_before_variants(struct nir_shader *nir)
|
||||||
{
|
{
|
||||||
NIR_PASS(_, nir, nir_split_var_copies);
|
|
||||||
NIR_PASS(_, nir, nir_lower_var_copies);
|
|
||||||
if (nir->options->lower_all_io_to_temps ||
|
|
||||||
nir->options->lower_all_io_to_elements ||
|
|
||||||
nir->info.stage == MESA_SHADER_VERTEX ||
|
|
||||||
nir->info.stage == MESA_SHADER_GEOMETRY) {
|
|
||||||
NIR_PASS(_, nir, nir_lower_io_arrays_to_elements_no_indirects, false);
|
|
||||||
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
|
|
||||||
NIR_PASS(_, nir, nir_lower_io_arrays_to_elements_no_indirects, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
/* st_nir_assign_vs_in_locations requires correct shader info. */
|
|
||||||
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
|
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
|
||||||
|
|
||||||
st_nir_assign_vs_in_locations(nir);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
static void
|
static void
|
||||||
@@ -375,14 +361,6 @@ st_prog_to_nir_postprocess(struct st_context *st, nir_shader *nir,
|
|||||||
NIR_PASS(_, nir, nir_lower_reg_intrinsics_to_ssa);
|
NIR_PASS(_, nir, nir_lower_reg_intrinsics_to_ssa);
|
||||||
nir_validate_shader(nir, "after st/ptn lower_reg_intrinsics_to_ssa");
|
nir_validate_shader(nir, "after st/ptn lower_reg_intrinsics_to_ssa");
|
||||||
|
|
||||||
/* Lower outputs to temporaries to avoid reading from output variables (which
|
|
||||||
* is permitted by the language but generally not implemented in HW).
|
|
||||||
*/
|
|
||||||
NIR_PASS(_, nir, nir_lower_io_to_temporaries,
|
|
||||||
nir_shader_get_entrypoint(nir),
|
|
||||||
true, false);
|
|
||||||
NIR_PASS(_, nir, nir_lower_global_vars_to_local);
|
|
||||||
|
|
||||||
NIR_PASS(_, nir, st_nir_lower_wpos_ytransform, prog, screen);
|
NIR_PASS(_, nir, st_nir_lower_wpos_ytransform, prog, screen);
|
||||||
NIR_PASS(_, nir, nir_lower_system_values);
|
NIR_PASS(_, nir, nir_lower_system_values);
|
||||||
|
|
||||||
@@ -723,10 +701,6 @@ lower_ucp(struct st_context *st,
|
|||||||
NIR_PASS(_, nir, nir_lower_clip_gs, ucp_enables,
|
NIR_PASS(_, nir, nir_lower_clip_gs, ucp_enables,
|
||||||
can_compact, clipplane_state);
|
can_compact, clipplane_state);
|
||||||
}
|
}
|
||||||
|
|
||||||
NIR_PASS(_, nir, nir_lower_io_to_temporaries,
|
|
||||||
nir_shader_get_entrypoint(nir), true, false);
|
|
||||||
NIR_PASS(_, nir, nir_lower_global_vars_to_local);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -1075,10 +1049,6 @@ st_create_fp_variant(struct st_context *st,
|
|||||||
if (fp->ati_fs) {
|
if (fp->ati_fs) {
|
||||||
if (key->fog) {
|
if (key->fog) {
|
||||||
NIR_PASS(_, state.ir.nir, st_nir_lower_fog, key->fog, fp->Parameters);
|
NIR_PASS(_, state.ir.nir, st_nir_lower_fog, key->fog, fp->Parameters);
|
||||||
NIR_PASS(_, state.ir.nir, nir_lower_io_to_temporaries,
|
|
||||||
nir_shader_get_entrypoint(state.ir.nir),
|
|
||||||
true, false);
|
|
||||||
nir_lower_global_vars_to_local(state.ir.nir);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
NIR_PASS(_, state.ir.nir, st_nir_lower_atifs_samplers, key->texture_index);
|
NIR_PASS(_, state.ir.nir, st_nir_lower_atifs_samplers, key->texture_index);
|
||||||
@@ -1111,13 +1081,8 @@ st_create_fp_variant(struct st_context *st,
|
|||||||
|
|
||||||
if (key->persample_shading) {
|
if (key->persample_shading) {
|
||||||
nir_shader *shader = state.ir.nir;
|
nir_shader *shader = state.ir.nir;
|
||||||
if (shader->info.io_lowered) {
|
nir_shader_intrinsics_pass(shader, force_persample_shading,
|
||||||
nir_shader_intrinsics_pass(shader, force_persample_shading,
|
nir_metadata_all, NULL);
|
||||||
nir_metadata_all, NULL);
|
|
||||||
} else {
|
|
||||||
nir_foreach_shader_in_variable(var, shader)
|
|
||||||
var->data.sample = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* In addition to requiring per-sample interpolation, sample shading
|
/* In addition to requiring per-sample interpolation, sample shading
|
||||||
* changes the behaviour of gl_SampleMaskIn, so we need per-sample shading
|
* changes the behaviour of gl_SampleMaskIn, so we need per-sample shading
|
||||||
@@ -1251,8 +1216,7 @@ st_create_fp_variant(struct st_context *st,
|
|||||||
assert(state.ir.nir->info.io_lowered);
|
assert(state.ir.nir->info.io_lowered);
|
||||||
|
|
||||||
/* This should be after all passes that touch IO. */
|
/* This should be after all passes that touch IO. */
|
||||||
if (state.ir.nir->info.io_lowered &&
|
if (!(state.ir.nir->options->io_options & nir_io_has_intrinsics)) {
|
||||||
!(state.ir.nir->options->io_options & nir_io_has_intrinsics)) {
|
|
||||||
/* Some lowering passes can leave dead code behind, but dead IO intrinsics
|
/* Some lowering passes can leave dead code behind, but dead IO intrinsics
|
||||||
* are still counted as enabled IO, which breaks things.
|
* are still counted as enabled IO, which breaks things.
|
||||||
*/
|
*/
|
||||||
|
Reference in New Issue
Block a user