nir: Embed the shader_info in the nir_shader again

Commit e1af20f18a changed the shader_info
from being embedded into being just a pointer.  The idea was that
sharing the shader_info between NIR and GLSL would be easier if it were
a pointer pointing to the same shader_info struct.  This, however, has
caused a few problems:

 1) There are many things which generate NIR without GLSL.  This means
    we have to support both NIR shaders which come from GLSL and ones
    that don't and need to have an info elsewhere.

 2) The solution to (1) raises all sorts of ownership issues which have
    to be resolved with ralloc_parent checks.

 3) Ever since 00620782c9, we've been
    using nir_gather_info to fill out the final shader_info.  Thanks to
    cloning and the above ownership issues, the nir_shader::info may not
    point back to the gl_shader anymore and so we have to do a copy of
    the shader_info from NIR back to GLSL anyway.

All of these issues go away if we just embed the shader_info in the
nir_shader.  There's a little downside of having to copy it back after
calling nir_gather_info but, as explained above, we have to do that
anyway.

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2017-05-08 09:20:21 -07:00
parent d4fa0a0fa6
commit b86dba8a0e
56 changed files with 410 additions and 421 deletions

View File

@@ -1863,7 +1863,7 @@ typedef struct nir_shader {
const struct nir_shader_compiler_options *options;
/** Various bits of compile-time information about a given shader */
struct shader_info *info;
struct shader_info info;
/** list of global variables in the shader (nir_variable) */
struct exec_list globals;