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>
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@@ -562,9 +562,14 @@ st_glsl_to_nir_post_opts(struct st_context *st, struct gl_program *prog,
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static void
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static void
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st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
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st_nir_vectorize_io(nir_shader *producer, nir_shader *consumer)
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{
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{
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if (consumer)
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NIR_PASS_V(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_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
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NIR_PASS_V(producer, nir_lower_io_to_vector, nir_var_shader_out);
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NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
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NIR_PASS_V(producer, nir_opt_combine_stores, nir_var_shader_out);
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NIR_PASS_V(consumer, nir_lower_io_to_vector, nir_var_shader_in);
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if ((producer)->info.stage != MESA_SHADER_TESS_CTRL) {
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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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/* Calling lower_io_to_vector creates output variable writes with
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@@ -868,6 +873,23 @@ st_link_nir(struct gl_context *ctx,
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}
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}
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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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struct shader_info *prev_info = NULL;
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struct shader_info *prev_info = NULL;
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for (unsigned i = 0; i < num_shaders; i++) {
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for (unsigned i = 0; i < num_shaders; i++) {
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