broadcom/compiler: apply constant folding on early GS lowering
This solves a case where a NIR geometry shader was storing the output in a non-constant: vec4 32 ssa_1 = load_const (0xc0800000 /* -4.000000 */, 0xc1100000 /* -9.000000 */, 0x40400000 /* 3.000000 */, 0x40e00000 /* 7.000000 */) vec1 32 ssa_7 = load_const (0x00000000 /* 0.000000 */) vec1 32 ssa_8 = load_const (0x00000001 /* 0.000000 */) vec1 32 ssa_9 = iadd ssa_7, ssa_8 vec1 32 ssa_19 = mov ssa_1.x intrinsic store_output (ssa_19, ssa_9) (1, 1, 0, 160, 288) /* base=1 */ /* wrmask=x */ /* component=0 */ /* src_type=float32 */ /* location=32 slots=2 gs_streams(x=0 y=0 z=0 w=0) */ When lowering the VPM output we check if the destination (ssa_9 in this case) is a constant to add to the VPM offset. We run a constant folding optimization in an earlier VS lowering, and we should do the same for GS. This fixes multiple dEQP-VK.pipeline.interface_matching.* failures. Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13884>
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@@ -937,8 +937,11 @@ v3d_nir_lower_gs_early(struct v3d_compile *c)
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NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
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type_size_vec4,
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(nir_lower_io_options)0);
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/* clean up nir_lower_io's deref_var remains */
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/* clean up nir_lower_io's deref_var remains and do a constant folding pass
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* on the code it generated.
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*/
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NIR_PASS_V(c->s, nir_opt_dce);
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NIR_PASS_V(c->s, nir_opt_constant_folding);
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}
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static void
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