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