radv: do not pass all compiler options to the shader info pass

Only the pipeline layout and the shader keys are needed.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
This commit is contained in:
Samuel Pitoiset
2019-09-03 09:49:14 +02:00
parent ef919d8dcb
commit 8cf297c7b1
3 changed files with 33 additions and 28 deletions

View File

@@ -377,7 +377,7 @@ gather_info_block(const nir_shader *nir, const nir_block *block,
static void
gather_info_input_decl_vs(const nir_shader *nir, const nir_variable *var,
struct radv_shader_info *info,
const struct radv_nir_compiler_options *options)
const struct radv_shader_variant_key *key)
{
unsigned attrib_count = glsl_count_attribute_slots(var->type, true);
int idx = var->data.location;
@@ -388,7 +388,7 @@ gather_info_input_decl_vs(const nir_shader *nir, const nir_variable *var,
for (unsigned i = 0; i < attrib_count; ++i) {
unsigned attrib_index = var->data.location + i - VERT_ATTRIB_GENERIC0;
if (options->key.vs.instance_rate_inputs & (1u << attrib_index))
if (key->vs.instance_rate_inputs & (1u << attrib_index))
info->vs.needs_instance_id = true;
}
}
@@ -466,11 +466,11 @@ gather_info_input_decl_ps(const nir_shader *nir, const nir_variable *var,
static void
gather_info_input_decl(const nir_shader *nir, const nir_variable *var,
struct radv_shader_info *info,
const struct radv_nir_compiler_options *options)
const struct radv_shader_variant_key *key)
{
switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
gather_info_input_decl_vs(nir, var, info, options);
gather_info_input_decl_vs(nir, var, info, key);
break;
case MESA_SHADER_FRAGMENT:
gather_info_input_decl_ps(nir, var, info);
@@ -531,7 +531,7 @@ gather_info_output_decl_gs(const nir_shader *nir, const nir_variable *var,
static void
gather_info_output_decl(const nir_shader *nir, const nir_variable *var,
struct radv_shader_info *info,
const struct radv_nir_compiler_options *options)
const struct radv_shader_variant_key *key)
{
struct radv_vs_output_info *vs_info = NULL;
@@ -540,11 +540,11 @@ gather_info_output_decl(const nir_shader *nir, const nir_variable *var,
gather_info_output_decl_ps(nir, var, info);
break;
case MESA_SHADER_VERTEX:
if (!options->key.vs_common_out.as_ls &&
!options->key.vs_common_out.as_es)
if (!key->vs_common_out.as_ls &&
!key->vs_common_out.as_es)
vs_info = &info->vs.outinfo;
if (options->key.vs_common_out.as_ls)
if (key->vs_common_out.as_ls)
gather_info_output_decl_ls(nir, var, info);
break;
case MESA_SHADER_GEOMETRY:
@@ -552,7 +552,7 @@ gather_info_output_decl(const nir_shader *nir, const nir_variable *var,
gather_info_output_decl_gs(nir, var, info);
break;
case MESA_SHADER_TESS_EVAL:
if (!options->key.vs_common_out.as_es)
if (!key->vs_common_out.as_es)
vs_info = &info->tes.outinfo;
break;
default:
@@ -626,27 +626,28 @@ radv_nir_shader_info_init(struct radv_shader_info *info)
void
radv_nir_shader_info_pass(const struct nir_shader *nir,
const struct radv_nir_compiler_options *options,
const struct radv_pipeline_layout *layout,
const struct radv_shader_variant_key *key,
struct radv_shader_info *info)
{
struct nir_function *func =
(struct nir_function *)exec_list_get_head_const(&nir->functions);
if (options->layout && options->layout->dynamic_offset_count &&
(options->layout->dynamic_shader_stages & mesa_to_vk_shader_stage(nir->info.stage))) {
if (layout && layout->dynamic_offset_count &&
(layout->dynamic_shader_stages & mesa_to_vk_shader_stage(nir->info.stage))) {
info->loads_push_constants = true;
info->loads_dynamic_offsets = true;
}
nir_foreach_variable(variable, &nir->inputs)
gather_info_input_decl(nir, variable, info, options);
gather_info_input_decl(nir, variable, info, key);
nir_foreach_block(block, func->impl) {
gather_info_block(nir, block, info);
}
nir_foreach_variable(variable, &nir->outputs)
gather_info_output_decl(nir, variable, info, options);
gather_info_output_decl(nir, variable, info, key);
if (nir->info.stage == MESA_SHADER_VERTEX ||
nir->info.stage == MESA_SHADER_TESS_EVAL ||
@@ -654,7 +655,7 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
gather_xfb_info(nir, info);
/* Make sure to export the LayerID if the fragment shader needs it. */
if (options->key.vs_common_out.export_layer_id) {
if (key->vs_common_out.export_layer_id) {
switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
info->vs.output_usage_mask[VARYING_SLOT_LAYER] |= 0x1;
@@ -671,7 +672,7 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
}
/* Make sure to export the LayerID if the subpass has multiviews. */
if (options->key.has_multiview_view_index) {
if (key->has_multiview_view_index) {
switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
info->vs.outinfo.writes_layer = true;
@@ -688,7 +689,7 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
}
/* Make sure to export the PrimitiveID if the fragment shader needs it. */
if (options->key.vs_common_out.export_prim_id) {
if (key->vs_common_out.export_prim_id) {
switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
info->vs.outinfo.export_prim_id = true;
@@ -728,18 +729,18 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
info->tes.spacing = nir->info.tess.spacing;
info->tes.ccw = nir->info.tess.ccw;
info->tes.point_mode = nir->info.tess.point_mode;
info->tes.as_es = options->key.vs_common_out.as_es;
info->tes.export_prim_id = options->key.vs_common_out.export_prim_id;
info->is_ngg = options->key.vs_common_out.as_ngg;
info->tes.as_es = key->vs_common_out.as_es;
info->tes.export_prim_id = key->vs_common_out.export_prim_id;
info->is_ngg = key->vs_common_out.as_ngg;
break;
case MESA_SHADER_TESS_CTRL:
info->tcs.tcs_vertices_out = nir->info.tess.tcs_vertices_out;
break;
case MESA_SHADER_VERTEX:
info->vs.as_es = options->key.vs_common_out.as_es;
info->vs.as_ls = options->key.vs_common_out.as_ls;
info->vs.export_prim_id = options->key.vs_common_out.export_prim_id;
info->is_ngg = options->key.vs_common_out.as_ngg;
info->vs.as_es = key->vs_common_out.as_es;
info->vs.as_ls = key->vs_common_out.as_ls;
info->vs.export_prim_id = key->vs_common_out.export_prim_id;
info->is_ngg = key->vs_common_out.as_ngg;
break;
default:
break;
@@ -757,7 +758,7 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
/* Compute the ESGS item size for VS or TES as ES. */
if ((nir->info.stage == MESA_SHADER_VERTEX ||
nir->info.stage == MESA_SHADER_TESS_EVAL) &&
options->key.vs_common_out.as_es) {
key->vs_common_out.as_es) {
struct radv_es_output_info *es_info =
nir->info.stage == MESA_SHADER_VERTEX ? &info->vs.es_info : &info->tes.es_info;
uint32_t max_output_written = 0;