lavapipe: unify lvp_pipeline_nir creation

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21866>
This commit is contained in:
Mike Blumenkrantz
2023-03-07 12:09:09 -05:00
committed by Marge Bot
parent 5880fc00c2
commit 3366b4a9b9

View File

@@ -365,6 +365,15 @@ lvp_shader_optimize(nir_shader *nir)
nir_sweep(nir); nir_sweep(nir);
} }
static struct lvp_pipeline_nir *
create_pipeline_nir(nir_shader *nir)
{
struct lvp_pipeline_nir *pipeline_nir = ralloc(NULL, struct lvp_pipeline_nir);
pipeline_nir->nir = nir;
pipeline_nir->ref_cnt = 1;
return pipeline_nir;
}
static VkResult static VkResult
compile_spirv(struct lvp_device *pdevice, const VkPipelineShaderStageCreateInfo *sinfo, nir_shader **nir) compile_spirv(struct lvp_device *pdevice, const VkPipelineShaderStageCreateInfo *sinfo, nir_shader **nir)
{ {
@@ -517,9 +526,7 @@ lvp_shader_lower(struct lvp_device *pdevice, nir_shader *nir, struct lvp_shader
nir_function_impl *impl = nir_shader_get_entrypoint(nir); nir_function_impl *impl = nir_shader_get_entrypoint(nir);
if (impl->ssa_alloc > 100) //skip for small shaders if (impl->ssa_alloc > 100) //skip for small shaders
shader->inlines.must_inline = lvp_find_inlinable_uniforms(shader, nir); shader->inlines.must_inline = lvp_find_inlinable_uniforms(shader, nir);
shader->pipeline_nir = ralloc(NULL, struct lvp_pipeline_nir); shader->pipeline_nir = create_pipeline_nir(nir);
shader->pipeline_nir->nir = nir;
shader->pipeline_nir->ref_cnt = 1;
} }
static VkResult static VkResult
@@ -874,9 +881,7 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
merge_tess_info(&pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info, &pipeline->shaders[MESA_SHADER_TESS_CTRL].pipeline_nir->nir->info); merge_tess_info(&pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info, &pipeline->shaders[MESA_SHADER_TESS_CTRL].pipeline_nir->nir->info);
if (BITSET_TEST(pipeline->graphics_state.dynamic, if (BITSET_TEST(pipeline->graphics_state.dynamic,
MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN)) { MESA_VK_DYNAMIC_TS_DOMAIN_ORIGIN)) {
pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw = ralloc(NULL, struct lvp_pipeline_nir); pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw = create_pipeline_nir(nir_shader_clone(NULL, pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir));
pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->ref_cnt = 1;
pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir = nir_shader_clone(NULL, pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir);
pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir->info.tess.ccw = !pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw; pipeline->shaders[MESA_SHADER_TESS_EVAL].tess_ccw->nir->info.tess.ccw = !pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw;
} else if (pipeline->graphics_state.ts->domain_origin == VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT) { } else if (pipeline->graphics_state.ts->domain_origin == VK_TESSELLATION_DOMAIN_ORIGIN_UPPER_LEFT) {
pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw = !pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw; pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw = !pipeline->shaders[MESA_SHADER_TESS_EVAL].pipeline_nir->nir->info.tess.ccw;