nir: Take a shader and variable mode in nir_assign_io_var_locations

Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5966>
This commit is contained in:
Jason Ekstrand
2020-07-20 14:42:53 -05:00
committed by Marge Bot
parent 964c1c4b87
commit caab46c1e9
5 changed files with 22 additions and 19 deletions

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@@ -648,7 +648,7 @@ void
radv_lower_fs_io(nir_shader *nir) radv_lower_fs_io(nir_shader *nir)
{ {
NIR_PASS_V(nir, lower_view_index); NIR_PASS_V(nir, lower_view_index);
nir_assign_io_var_locations(&nir->inputs, &nir->num_inputs, nir_assign_io_var_locations(nir, nir_var_shader_in, &nir->num_inputs,
MESA_SHADER_FRAGMENT); MESA_SHADER_FRAGMENT);
NIR_PASS_V(nir, nir_lower_io, nir_var_shader_in, type_size_vec4, 0); NIR_PASS_V(nir, nir_lower_io, nir_var_shader_in, type_size_vec4, 0);

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@@ -3999,7 +3999,8 @@ bool nir_link_opt_varyings(nir_shader *producer, nir_shader *consumer);
bool nir_lower_amul(nir_shader *shader, bool nir_lower_amul(nir_shader *shader,
int (*type_size)(const struct glsl_type *, bool)); int (*type_size)(const struct glsl_type *, bool));
void nir_assign_io_var_locations(struct exec_list *var_list, void nir_assign_io_var_locations(nir_shader *shader,
nir_variable_mode mode,
unsigned *size, unsigned *size,
gl_shader_stage stage); gl_shader_stage stage);

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@@ -1075,30 +1075,30 @@ insert_sorted(struct exec_list *var_list, nir_variable *new_var)
} }
static void static void
sort_varyings(struct exec_list *var_list) sort_varyings(nir_shader *shader, nir_variable_mode mode,
struct exec_list *sorted_list)
{ {
struct exec_list new_list; exec_list_make_empty(sorted_list);
exec_list_make_empty(&new_list); nir_foreach_variable_with_modes_safe(var, shader, mode) {
nir_foreach_variable_safe(var, var_list) {
exec_node_remove(&var->node); exec_node_remove(&var->node);
insert_sorted(&new_list, var); insert_sorted(sorted_list, var);
} }
exec_list_move_nodes_to(&new_list, var_list);
} }
void void
nir_assign_io_var_locations(struct exec_list *var_list, unsigned *size, nir_assign_io_var_locations(nir_shader *shader, nir_variable_mode mode,
gl_shader_stage stage) unsigned *size, gl_shader_stage stage)
{ {
unsigned location = 0; unsigned location = 0;
unsigned assigned_locations[VARYING_SLOT_TESS_MAX]; unsigned assigned_locations[VARYING_SLOT_TESS_MAX];
uint64_t processed_locs[2] = {0}; uint64_t processed_locs[2] = {0};
sort_varyings(var_list); struct exec_list io_vars;
sort_varyings(shader, mode, &io_vars);
int UNUSED last_loc = 0; int UNUSED last_loc = 0;
bool last_partial = false; bool last_partial = false;
nir_foreach_variable(var, var_list) { nir_foreach_variable(var, &io_vars) {
const struct glsl_type *type = var->type; const struct glsl_type *type = var->type;
if (nir_is_per_vertex_io(var, stage) || var->data.per_view) { if (nir_is_per_vertex_io(var, stage) || var->data.per_view) {
assert(glsl_type_is_array(type)); assert(glsl_type_is_array(type));
@@ -1201,6 +1201,8 @@ nir_assign_io_var_locations(struct exec_list *var_list, unsigned *size,
if (last_partial) if (last_partial)
location++; location++;
struct exec_list *var_list = nir_variable_list_for_mode(shader, mode);
exec_list_append(var_list, &io_vars);
*size = location; *size = location;
} }

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@@ -764,8 +764,8 @@ tu_shader_create(struct tu_device *dev,
NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false); NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
nir_assign_io_var_locations(&nir->inputs, &nir->num_inputs, stage); nir_assign_io_var_locations(nir, nir_var_shader_in, &nir->num_inputs, stage);
nir_assign_io_var_locations(&nir->outputs, &nir->num_outputs, stage); nir_assign_io_var_locations(nir, nir_var_shader_out, &nir->num_outputs, stage);
NIR_PASS_V(nir, nir_lower_system_values); NIR_PASS_V(nir, nir_lower_system_values);
NIR_PASS_V(nir, nir_lower_frexp); NIR_PASS_V(nir, nir_lower_frexp);

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@@ -853,28 +853,28 @@ void
st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir) st_nir_assign_varying_locations(struct st_context *st, nir_shader *nir)
{ {
if (nir->info.stage == MESA_SHADER_VERTEX) { if (nir->info.stage == MESA_SHADER_VERTEX) {
nir_assign_io_var_locations(&nir->outputs, nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs, &nir->num_outputs,
nir->info.stage); nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->outputs); st_nir_fixup_varying_slots(st, &nir->outputs);
} else if (nir->info.stage == MESA_SHADER_GEOMETRY || } else if (nir->info.stage == MESA_SHADER_GEOMETRY ||
nir->info.stage == MESA_SHADER_TESS_CTRL || nir->info.stage == MESA_SHADER_TESS_CTRL ||
nir->info.stage == MESA_SHADER_TESS_EVAL) { nir->info.stage == MESA_SHADER_TESS_EVAL) {
nir_assign_io_var_locations(&nir->inputs, nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs, &nir->num_inputs,
nir->info.stage); nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->inputs); st_nir_fixup_varying_slots(st, &nir->inputs);
nir_assign_io_var_locations(&nir->outputs, nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs, &nir->num_outputs,
nir->info.stage); nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->outputs); st_nir_fixup_varying_slots(st, &nir->outputs);
} else if (nir->info.stage == MESA_SHADER_FRAGMENT) { } else if (nir->info.stage == MESA_SHADER_FRAGMENT) {
nir_assign_io_var_locations(&nir->inputs, nir_assign_io_var_locations(nir, nir_var_shader_in,
&nir->num_inputs, &nir->num_inputs,
nir->info.stage); nir->info.stage);
st_nir_fixup_varying_slots(st, &nir->inputs); st_nir_fixup_varying_slots(st, &nir->inputs);
nir_assign_io_var_locations(&nir->outputs, nir_assign_io_var_locations(nir, nir_var_shader_out,
&nir->num_outputs, &nir->num_outputs,
nir->info.stage); nir->info.stage);
} else if (nir->info.stage == MESA_SHADER_COMPUTE) { } else if (nir->info.stage == MESA_SHADER_COMPUTE) {