anv/pipeline: Call NIR passes using NIR_PASS_V
This lets us get validation without having to do it manually. Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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@@ -131,23 +131,16 @@ anv_shader_compile_to_nir(struct anv_device *device,
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free(spec_entries);
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if (stage == MESA_SHADER_FRAGMENT) {
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nir_lower_wpos_center(nir);
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nir_validate_shader(nir);
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}
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if (stage == MESA_SHADER_FRAGMENT)
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NIR_PASS_V(nir, nir_lower_wpos_center);
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/* We have to lower away local constant initializers right before we
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* inline functions. That way they get properly initialized at the top
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* of the function and not at the top of its caller.
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*/
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nir_lower_constant_initializers(nir, nir_var_local);
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nir_validate_shader(nir);
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nir_lower_returns(nir);
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nir_validate_shader(nir);
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nir_inline_functions(nir);
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nir_validate_shader(nir);
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NIR_PASS_V(nir, nir_lower_constant_initializers, nir_var_local);
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NIR_PASS_V(nir, nir_lower_returns);
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NIR_PASS_V(nir, nir_inline_functions);
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/* Pick off the single entrypoint that we want */
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foreach_list_typed_safe(nir_function, func, node, &nir->functions) {
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@@ -157,36 +150,27 @@ anv_shader_compile_to_nir(struct anv_device *device,
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assert(exec_list_length(&nir->functions) == 1);
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entry_point->name = ralloc_strdup(entry_point, "main");
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nir_remove_dead_variables(nir, nir_var_shader_in |
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nir_var_shader_out |
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nir_var_system_value);
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nir_validate_shader(nir);
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NIR_PASS_V(nir, nir_remove_dead_variables,
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nir_var_shader_in | nir_var_shader_out | nir_var_system_value);
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/* Now that we've deleted all but the main function, we can go ahead and
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* lower the rest of the constant initializers.
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*/
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nir_lower_constant_initializers(nir, ~0);
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nir_validate_shader(nir);
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nir_propagate_invariant(nir);
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nir_validate_shader(nir);
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nir_lower_io_to_temporaries(entry_point->shader, entry_point->impl,
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true, false);
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nir_lower_system_values(nir);
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nir_validate_shader(nir);
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NIR_PASS_V(nir, nir_lower_constant_initializers, ~0);
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NIR_PASS_V(nir, nir_propagate_invariant);
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NIR_PASS_V(nir, nir_lower_io_to_temporaries,
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entry_point->impl, true, false);
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NIR_PASS_V(nir, nir_lower_system_values);
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/* Vulkan uses the separate-shader linking model */
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nir->info->separate_shader = true;
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nir = brw_preprocess_nir(compiler, nir);
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nir_lower_clip_cull_distance_arrays(nir);
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nir_validate_shader(nir);
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NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
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if (stage == MESA_SHADER_FRAGMENT)
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anv_nir_lower_input_attachments(nir);
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NIR_PASS_V(nir, anv_nir_lower_input_attachments);
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nir_shader_gather_info(nir, entry_point->impl);
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@@ -325,7 +309,7 @@ anv_pipeline_compile(struct anv_pipeline *pipeline,
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if (nir == NULL)
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return NULL;
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anv_nir_lower_push_constants(nir);
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NIR_PASS_V(nir, anv_nir_lower_push_constants);
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/* Figure out the number of parameters */
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prog_data->nr_params = 0;
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