glsl/st: vectorise interfaces of SSO shader programs

For example the SSO program may consist of just tcs -> gs or even
just a vs. In these cases we want to vectorise the externally
facing shader interfaces just like we would in non SSO programs.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/15941>
This commit is contained in:
Timothy Arceri
2022-04-14 13:35:57 +10:00
committed by Marge Bot
parent 04bd007757
commit 3dae5442ef

View File

@@ -562,9 +562,14 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
static void
st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
{
if (consumer)
NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
if (!producer)
return;
NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
/* Calling lower_io_to_vector creates output variable writes with
@@ -868,6 +873,23 @@ st_link_nir(struct gl_context *ctx,
}
}
/* If the program is a separate shader program check if we need to vectorise
* the first and last program interfaces too.
*/
if (shader_program->SeparateShader && num_shaders > 0) {
struct gl_linked_shader *first_shader = linked_shader[0];
struct gl_linked_shader *last_shader = linked_shader[num_shaders - 1];
if (first_shader->Stage != MESA_SHADER_COMPUTE) {
if (ctx->Const.ShaderCompilerOptions[first_shader->Stage].NirOptions->vectorize_io &&
first_shader->Stage > MESA_SHADER_VERTEX)
st_nir_vectorize_io(NULL, first_shader->Program->nir);
if (ctx->Const.ShaderCompilerOptions[last_shader->Stage].NirOptions->vectorize_io &&
last_shader->Stage < MESA_SHADER_FRAGMENT)
st_nir_vectorize_io(last_shader->Program->nir, NULL);
}
}
struct shader_info *prev_info = NULL;
for (unsigned i = 0; i < num_shaders; i++) {