st/glsl_to_nir: use nir based program resource list builder
Here we use the NIR based builder to add everything to the resource list execpt for SSO packed varyings. Since the details of those varyings get lost during packing we leave the special handing to the GLSL IR pass for now. In order to do this we add some bools to the build resource list functions. Using the NIR based resource list builder gets us a step closer to using a native NIR based linker. It should also be faster than the GLSL IR builder, one because the NIR optimisations should mean we add less entries due to better optimisations, and two because nir gives us better lists to work with and we don't need to walk the entire IR to find the resources. Ack-by: Alejandro Piñeiro <apinheiro@igalia.com>
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@@ -46,7 +46,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog);
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extern void
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build_program_resource_list(struct gl_context *ctx,
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struct gl_shader_program *shProg);
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struct gl_shader_program *shProg,
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bool add_packed_varyings_only);
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extern long
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parse_program_resource_name(const GLchar *name,
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