nir/st_glsl_to_nir: add param to disable splitting of inputs
We need this because we will always copy fs outputs to temps and split the arrays, but do not want to do either of these with fs inputs as it is unnessisary and makes handling interpolateAt builtins difficult. Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@@ -2522,7 +2522,8 @@ bool nir_lower_load_const_to_scalar(nir_shader *shader);
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bool nir_lower_read_invocation_to_scalar(nir_shader *shader);
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bool nir_lower_phis_to_scalar(nir_shader *shader);
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void nir_lower_io_arrays_to_elements(nir_shader *producer, nir_shader *consumer);
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void nir_lower_io_arrays_to_elements_no_indirects(nir_shader *shader);
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void nir_lower_io_arrays_to_elements_no_indirects(nir_shader *shader,
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bool outputs_only);
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void nir_lower_io_to_scalar(nir_shader *shader, nir_variable_mode mask);
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void nir_lower_io_to_scalar_early(nir_shader *shader, nir_variable_mode mask);
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@@ -346,7 +346,8 @@ lower_io_arrays_to_elements(nir_shader *shader, nir_variable_mode mask,
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}
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void
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nir_lower_io_arrays_to_elements_no_indirects(nir_shader *shader)
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nir_lower_io_arrays_to_elements_no_indirects(nir_shader *shader,
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bool outputs_only)
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{
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struct hash_table *split_inputs =
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_mesa_hash_table_create(NULL, _mesa_hash_pointer,
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@@ -360,6 +361,7 @@ nir_lower_io_arrays_to_elements_no_indirects(nir_shader *shader)
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lower_io_arrays_to_elements(shader, nir_var_shader_out, indirects,
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patch_indirects, split_outputs, true);
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if (!outputs_only) {
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lower_io_arrays_to_elements(shader, nir_var_shader_in, indirects,
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patch_indirects, split_inputs, true);
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@@ -371,8 +373,10 @@ nir_lower_io_arrays_to_elements_no_indirects(nir_shader *shader)
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free(entry->data);
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}
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}
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/* Remove old output from the shaders outputs list */
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struct hash_entry *entry;
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hash_table_foreach(split_outputs, entry) {
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nir_variable *var = (nir_variable *) entry->key;
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exec_node_remove(&var->node);
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@@ -660,7 +660,7 @@ st_finalize_nir(struct st_context *st, struct gl_program *prog,
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NIR_PASS_V(nir, nir_lower_var_copies);
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if (nir->info.stage != MESA_SHADER_TESS_CTRL &&
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nir->info.stage != MESA_SHADER_TESS_EVAL)
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NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects);
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NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
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if (nir->info.stage == MESA_SHADER_VERTEX) {
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/* Needs special handling so drvloc matches the vbo state: */
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