radv: do not link shaders when the next stage is unknown
With GPL, it's possible to build the pre-rasterization stages separately from the fragment stage. Implicit IO (like gl_PrimitiveID) between the last pre-rast stage and the FS will be addressed later. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timur Kristóf <timur.kristof@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18516>
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@@ -2437,27 +2437,30 @@ radv_pipeline_link_vs(const struct radv_device *device, struct radv_pipeline_sta
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const struct radv_pipeline_key *pipeline_key)
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{
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assert(vs_stage->nir->info.stage == MESA_SHADER_VERTEX);
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assert(next_stage->nir->info.stage == MESA_SHADER_TESS_CTRL ||
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next_stage->nir->info.stage == MESA_SHADER_GEOMETRY ||
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next_stage->nir->info.stage == MESA_SHADER_FRAGMENT);
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if (radv_should_export_implicit_primitive_id(vs_stage, next_stage)) {
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NIR_PASS(_, vs_stage->nir, radv_export_implicit_primitive_id);
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if (next_stage) {
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assert(next_stage->nir->info.stage == MESA_SHADER_TESS_CTRL ||
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next_stage->nir->info.stage == MESA_SHADER_GEOMETRY ||
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next_stage->nir->info.stage == MESA_SHADER_FRAGMENT);
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if (radv_should_export_implicit_primitive_id(vs_stage, next_stage)) {
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NIR_PASS(_, vs_stage->nir, radv_export_implicit_primitive_id);
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}
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radv_pipeline_link_shaders(device, vs_stage->nir, next_stage->nir, pipeline_key);
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}
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radv_pipeline_link_shaders(device, vs_stage->nir, next_stage->nir, pipeline_key);
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nir_foreach_shader_in_variable(var, vs_stage->nir) {
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var->data.driver_location = var->data.location;
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}
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if (next_stage->nir->info.stage == MESA_SHADER_TESS_CTRL) {
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if (next_stage && next_stage->nir->info.stage == MESA_SHADER_TESS_CTRL) {
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nir_linked_io_var_info vs2tcs =
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nir_assign_linked_io_var_locations(vs_stage->nir, next_stage->nir);
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vs_stage->info.vs.num_linked_outputs = vs2tcs.num_linked_io_vars;
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next_stage->info.tcs.num_linked_inputs = vs2tcs.num_linked_io_vars;
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} else if (next_stage->nir->info.stage == MESA_SHADER_GEOMETRY) {
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} else if (next_stage && next_stage->nir->info.stage == MESA_SHADER_GEOMETRY) {
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nir_linked_io_var_info vs2gs =
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nir_assign_linked_io_var_locations(vs_stage->nir, next_stage->nir);
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@@ -2500,16 +2503,19 @@ radv_pipeline_link_tes(const struct radv_device *device, struct radv_pipeline_st
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const struct radv_pipeline_key *pipeline_key)
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{
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assert(tes_stage->nir->info.stage == MESA_SHADER_TESS_EVAL);
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assert(next_stage->nir->info.stage == MESA_SHADER_GEOMETRY ||
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next_stage->nir->info.stage == MESA_SHADER_FRAGMENT);
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if (radv_should_export_implicit_primitive_id(tes_stage, next_stage)) {
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NIR_PASS(_, tes_stage->nir, radv_export_implicit_primitive_id);
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if (next_stage) {
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assert(next_stage->nir->info.stage == MESA_SHADER_GEOMETRY ||
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next_stage->nir->info.stage == MESA_SHADER_FRAGMENT);
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if (radv_should_export_implicit_primitive_id(tes_stage, next_stage)) {
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NIR_PASS(_, tes_stage->nir, radv_export_implicit_primitive_id);
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}
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radv_pipeline_link_shaders(device, tes_stage->nir, next_stage->nir, pipeline_key);
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}
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radv_pipeline_link_shaders(device, tes_stage->nir, next_stage->nir, pipeline_key);
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if (next_stage->nir->info.stage == MESA_SHADER_GEOMETRY) {
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if (next_stage && next_stage->nir->info.stage == MESA_SHADER_GEOMETRY) {
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nir_linked_io_var_info tes2gs =
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nir_assign_linked_io_var_locations(tes_stage->nir, next_stage->nir);
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@@ -2528,9 +2534,12 @@ radv_pipeline_link_gs(const struct radv_device *device, struct radv_pipeline_sta
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const struct radv_pipeline_key *pipeline_key)
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{
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assert(gs_stage->nir->info.stage == MESA_SHADER_GEOMETRY);
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assert(fs_stage->nir->info.stage == MESA_SHADER_FRAGMENT);
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radv_pipeline_link_shaders(device, gs_stage->nir, fs_stage->nir, pipeline_key);
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if (fs_stage) {
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assert(fs_stage->nir->info.stage == MESA_SHADER_FRAGMENT);
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radv_pipeline_link_shaders(device, gs_stage->nir, fs_stage->nir, pipeline_key);
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}
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nir_foreach_shader_out_variable(var, gs_stage->nir) {
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var->data.driver_location = var->data.location;
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@@ -2555,18 +2564,21 @@ radv_pipeline_link_mesh(const struct radv_device *device, struct radv_pipeline_s
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const struct radv_pipeline_key *pipeline_key)
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{
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assert(mesh_stage->nir->info.stage == MESA_SHADER_MESH);
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assert(fs_stage->nir->info.stage == MESA_SHADER_FRAGMENT);
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nir_foreach_shader_in_variable(var, fs_stage->nir) {
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/* These variables are per-primitive when used with a mesh shader. */
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if (var->data.location == VARYING_SLOT_PRIMITIVE_ID ||
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var->data.location == VARYING_SLOT_VIEWPORT ||
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var->data.location == VARYING_SLOT_LAYER) {
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var->data.per_primitive = true;
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if (fs_stage) {
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assert(fs_stage->nir->info.stage == MESA_SHADER_FRAGMENT);
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nir_foreach_shader_in_variable(var, fs_stage->nir) {
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/* These variables are per-primitive when used with a mesh shader. */
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if (var->data.location == VARYING_SLOT_PRIMITIVE_ID ||
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var->data.location == VARYING_SLOT_VIEWPORT ||
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var->data.location == VARYING_SLOT_LAYER) {
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var->data.per_primitive = true;
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}
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}
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}
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radv_pipeline_link_shaders(device, mesh_stage->nir, fs_stage->nir, pipeline_key);
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radv_pipeline_link_shaders(device, mesh_stage->nir, fs_stage->nir, pipeline_key);
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}
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/* ac_nir_lower_ngg ignores driver locations for mesh shaders, but set them to all zero just to
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* be on the safe side.
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