glsl: Lower UBO and SSBO access in glsl linker

All GLSL IR consumers run this lowering pass so we can move it to the
linker. This moves the pass up quite a bit, but that's the point: it
needs to run before we throw away information about per-component vector
access.
Reviewed-by: Iago Toral's avatarIago Toral Quiroga <itoral@igalia.com>
Reviewed-by: Jordan Justen's avatarJordan Justen <jordan.l.justen@intel.com>
Signed-off-by: Kristian H. Kristensen's avatarKristian Høgsberg Kristensen <krh@bitplanet.net>
parent f0e95c25
......@@ -4445,6 +4445,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
/* FINISHME: Assign fragment shader output locations. */
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
if (ctx->Const.ShaderCompilerOptions[i].LowerBufferInterfaceBlocks)
lower_ubo_reference(prog->_LinkedShaders[i]);
}
done:
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
free(shader_list[i]);
......
......@@ -157,8 +157,6 @@ process_glsl_ir(gl_shader_stage stage,
_mesa_shader_stage_to_abbrev(shader->Stage));
}
lower_ubo_reference(shader);
bool progress;
do {
progress = false;
......
......@@ -148,6 +148,8 @@ brw_compiler_create(void *mem_ctx, const struct brw_device_info *devinfo)
compiler->glsl_compiler_options[i].EmitNoIndirectSampler = true;
compiler->glsl_compiler_options[i].NirOptions = nir_options;
compiler->glsl_compiler_options[i].LowerBufferInterfaceBlocks = true;
}
return compiler;
......
......@@ -2875,6 +2875,8 @@ struct gl_shader_compiler_options
*/
GLboolean OptimizeForAOS;
GLboolean LowerBufferInterfaceBlocks; /**< Lower UBO and SSBO access to intrinsics. */
const struct nir_shader_compiler_options *NirOptions;
};
......
......@@ -254,6 +254,7 @@ void st_init_limits(struct pipe_screen *screen,
PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT);
options->LowerClipDistance = true;
options->LowerBufferInterfaceBlocks = true;
}
c->LowerTessLevel = true;
......
......@@ -5822,7 +5822,6 @@ st_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
(!ctx->Const.NativeIntegers ? INT_DIV_TO_MUL_RCP : 0) |
(options->EmitNoSat ? SAT_TO_CLAMP : 0));
lower_ubo_reference(prog->_LinkedShaders[i]);
do_vec_index_to_cond_assign(ir);
lower_vector_insert(ir, true);
lower_quadop_vector(ir, false);
......
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