mesa/ati_fs: Move NIR translation to ATI_fs compile time.

Now ati_fs takes the same basic path as prog_to_nir, and we don't have to
think about it so much.  Also, the ATI_fs frontend can skip shader info
setup since nir_shader_gather_info does it.

Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23111>
This commit is contained in:
Emma Anholt
2023-05-16 17:07:31 -07:00
committed by Marge Bot
parent a652185696
commit 6fde02816d
3 changed files with 30 additions and 65 deletions

View File

@@ -38,7 +38,6 @@
struct st_translate {
nir_builder *b;
struct ati_fragment_shader *atifs;
const struct st_fp_variant_key *key;
nir_ssa_def *temps[MAX_PROGRAM_TEMPS];
@@ -433,7 +432,6 @@ st_atifs_setup_uniforms(struct st_translate *t, struct gl_program *program)
*/
nir_shader *
st_translate_atifs_program(struct ati_fragment_shader *atifs,
const struct st_fp_variant_key *key,
struct gl_program *program,
const nir_shader_compiler_options *options)
{
@@ -442,7 +440,6 @@ st_translate_atifs_program(struct ati_fragment_shader *atifs,
struct st_translate translate = {
.atifs = atifs,
.b = &b,
.key = key,
};
struct st_translate *t = &translate;
@@ -540,57 +537,24 @@ st_init_atifs_prog(struct gl_context *ctx, struct gl_program *prog)
/* we know this is st_fragment_program, because of st_new_ati_fs() */
struct ati_fragment_shader *atifs = prog->ati_fs;
unsigned pass, i, r, optype, arg;
unsigned pass, i, r;
prog->info.inputs_read = 0;
prog->info.outputs_written = BITFIELD64_BIT(FRAG_RESULT_COLOR);
prog->SamplersUsed = 0;
prog->Parameters = _mesa_new_parameter_list();
/* fill in inputs_read, SamplersUsed, TexturesUsed */
/* fill in SamplersUsed, TexturesUsed */
for (pass = 0; pass < atifs->NumPasses; pass++) {
for (r = 0; r < MAX_NUM_FRAGMENT_REGISTERS_ATI; r++) {
struct atifs_setupinst *texinst = &atifs->SetupInst[pass][r];
GLuint pass_tex = texinst->src;
if (texinst->Opcode == ATI_FRAGMENT_SHADER_SAMPLE_OP) {
/* mark which texcoords are used */
prog->info.inputs_read |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + pass_tex - GL_TEXTURE0_ARB);
/* by default there is 1:1 mapping between samplers and textures */
prog->SamplersUsed |= (1 << r);
/* the target is unknown here, it will be fixed in the draw call */
prog->TexturesUsed[r] = TEXTURE_2D_BIT;
} else if (texinst->Opcode == ATI_FRAGMENT_SHADER_PASS_OP) {
if (pass_tex >= GL_TEXTURE0_ARB && pass_tex <= GL_TEXTURE7_ARB) {
prog->info.inputs_read |= BITFIELD64_BIT(VARYING_SLOT_TEX0 + pass_tex - GL_TEXTURE0_ARB);
}
}
}
}
for (pass = 0; pass < atifs->NumPasses; pass++) {
for (i = 0; i < atifs->numArithInstr[pass]; i++) {
struct atifs_instruction *inst = &atifs->Instructions[pass][i];
for (optype = 0; optype < 2; optype++) { /* color, alpha */
if (inst->Opcode[optype]) {
for (arg = 0; arg < inst->ArgCount[optype]; arg++) {
GLint index = inst->SrcReg[optype][arg].Index;
if (index == GL_PRIMARY_COLOR_EXT) {
prog->info.inputs_read |= BITFIELD64_BIT(VARYING_SLOT_COL0);
} else if (index == GL_SECONDARY_INTERPOLATOR_ATI) {
/* note: ATI_fragment_shader.txt never specifies what
* GL_SECONDARY_INTERPOLATOR_ATI is, swrast uses
* VARYING_SLOT_COL1 for this input */
prog->info.inputs_read |= BITFIELD64_BIT(VARYING_SLOT_COL1);
}
}
}
}
}
}
/* we may need fog */
prog->info.inputs_read |= BITFIELD64_BIT(VARYING_SLOT_FOGC);
/* we always have the ATI_fs constants */
for (i = 0; i < MAX_NUM_FRAGMENT_CONSTANTS_ATI; i++) {

View File

@@ -38,7 +38,6 @@ struct st_fp_variant_key;
nir_shader *
st_translate_atifs_program(struct ati_fragment_shader *atifs,
const struct st_fp_variant_key *key,
struct gl_program *program,
const nir_shader_compiler_options *options);

View File

@@ -856,22 +856,35 @@ st_translate_fragment_program(struct st_context *st,
ST_NEW_FS_SAMPLERS;
}
/* Translate to NIR. ATI_fs translates at variant time. */
if (!prog->ati_fs) {
if (prog->nir && prog->arb.Instructions)
ralloc_free(prog->nir);
/* Translate to NIR. */
if (prog->nir && prog->arb.Instructions)
ralloc_free(prog->nir);
if (prog->serialized_nir) {
free(prog->serialized_nir);
prog->serialized_nir = NULL;
}
if (prog->serialized_nir) {
free(prog->serialized_nir);
prog->serialized_nir = NULL;
}
prog->state.type = PIPE_SHADER_IR_NIR;
if (prog->arb.Instructions)
prog->nir = st_translate_prog_to_nir(st, prog,
MESA_SHADER_FRAGMENT);
st_prog_to_nir_postprocess(st, prog->nir, prog);
prog->info = prog->nir->info;
prog->state.type = PIPE_SHADER_IR_NIR;
if (prog->arb.Instructions) {
prog->nir = st_translate_prog_to_nir(st, prog,
MESA_SHADER_FRAGMENT);
} else if (prog->ati_fs) {
const struct nir_shader_compiler_options *options =
st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
assert(!prog->nir);
prog->nir = st_translate_atifs_program(prog->ati_fs, prog, options);
}
st_prog_to_nir_postprocess(st, prog->nir, prog);
prog->info = prog->nir->info;
if (prog->ati_fs) {
/* ATI_fs will lower fixed function fog at variant time, after the FF vertex
* prog has been generated. So we have to always declare a read of FOGC so
* that FF vp feeds it to us just in case.
*/
prog->info.inputs_read |= VARYING_BIT_FOGC;
}
return true;
@@ -902,18 +915,7 @@ st_create_fp_variant(struct st_context *st,
/* Translate ATI_fs to NIR at variant time because that's when we have the
* texture types.
*/
if (fp->ati_fs) {
const struct nir_shader_compiler_options *options =
st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
nir_shader *s = st_translate_atifs_program(fp->ati_fs, key, fp, options);
st_prog_to_nir_postprocess(st, s, fp);
state.ir.nir = s;
} else {
state.ir.nir = get_nir_shader(st, fp);
}
state.ir.nir = get_nir_shader(st, fp);
state.type = PIPE_SHADER_IR_NIR;
bool finalize = false;