i965: Move resources lowering after NIR linking

Those either depend on information filled by the NIR linking steps OR
are restricted by those:

- gl_nir_lower_samplers: depends on UniformStorage being set by the
  linker.

- brw_nir_lower_image_load_store: After 6981069f "i965: Ignore
  uniform storage for samplers or images, use binding info" we want
  this pass to happen after gl_nir_lower_samplers.

- gl_nir_lower_buffers: depends on UniformBlocks and
  SharedStorageBlocks being set by the linker.

For the regular GLSL code path, those datastructures are filled
earlier.  For NIR linking code path we need to generate the nir_shader
first then process it -- and currently the processing works with all
shaders together.  So move the passes out of brw_create_nir into its
own function, called by the brwProgramStringNotify and
brw_link_shader().

This patch prepares ground for ARB_gl_spirv, that will make use of NIR
linker.
Reviewed-by: Timothy Arceri's avatarTimothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke's avatarKenneth Graunke <kenneth@whitecape.org>
parent 6e2ff108
......@@ -261,6 +261,12 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
compiler->scalar_stage[stage]);
}
/* TODO: Verify if its feasible to split up the NIR linking work into a
* per-stage part (that fill out information we need for the passes) and a
* actual linking part, so that we could fold back brw_nir_lower_resources
* back into brw_create_nir.
*/
/* SPIR-V programs use a NIR linker */
if (shProg->data->spirv) {
if (!gl_nir_link_uniforms(ctx, shProg))
......@@ -277,6 +283,8 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg)
struct gl_program *prog = shader->Program;
brw_nir_lower_resources(prog->nir, shProg, prog, &brw->screen->devinfo);
NIR_PASS_V(prog->nir, brw_nir_lower_gl_images, prog);
}
......
......@@ -119,16 +119,6 @@ brw_create_nir(struct brw_context *brw,
brw_preprocess_nir(brw->screen->compiler, nir, softfp64);
NIR_PASS_V(nir, gl_nir_lower_samplers, shader_prog);
prog->info.textures_used = nir->info.textures_used;
prog->info.textures_used_by_txf = nir->info.textures_used_by_txf;
NIR_PASS_V(nir, brw_nir_lower_image_load_store, devinfo);
NIR_PASS_V(nir, gl_nir_lower_buffers, shader_prog);
/* Do a round of constant folding to clean up address calculations */
NIR_PASS_V(nir, nir_opt_constant_folding);
if (stage == MESA_SHADER_TESS_CTRL) {
/* Lower gl_PatchVerticesIn from a sys. value to a uniform on Gen8+. */
static const gl_state_index16 tokens[STATE_LENGTH] =
......@@ -169,6 +159,22 @@ brw_create_nir(struct brw_context *brw,
return nir;
}
void
brw_nir_lower_resources(nir_shader *nir, struct gl_shader_program *shader_prog,
struct gl_program *prog,
const struct gen_device_info *devinfo)
{
NIR_PASS_V(prog->nir, gl_nir_lower_samplers, shader_prog);
prog->info.textures_used = prog->nir->info.textures_used;
prog->info.textures_used_by_txf = prog->nir->info.textures_used_by_txf;
NIR_PASS_V(prog->nir, brw_nir_lower_image_load_store, devinfo);
NIR_PASS_V(prog->nir, gl_nir_lower_buffers, shader_prog);
/* Do a round of constant folding to clean up address calculations */
NIR_PASS_V(prog->nir, nir_opt_constant_folding);
}
void
brw_shader_gather_info(nir_shader *nir, struct gl_program *prog)
{
......@@ -262,6 +268,8 @@ brwProgramStringNotify(struct gl_context *ctx,
prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_FRAGMENT, true);
brw_nir_lower_resources(prog->nir, NULL, prog, &brw->screen->devinfo);
brw_shader_gather_info(prog->nir, prog);
brw_fs_precompile(ctx, prog);
......@@ -286,6 +294,8 @@ brwProgramStringNotify(struct gl_context *ctx,
prog->nir = brw_create_nir(brw, NULL, prog, MESA_SHADER_VERTEX,
compiler->scalar_stage[MESA_SHADER_VERTEX]);
brw_nir_lower_resources(prog->nir, NULL, prog, &brw->screen->devinfo);
brw_shader_gather_info(prog->nir, prog);
brw_vs_precompile(ctx, prog);
......
......@@ -64,6 +64,11 @@ struct nir_shader *brw_create_nir(struct brw_context *brw,
gl_shader_stage stage,
bool is_scalar);
void brw_nir_lower_resources(nir_shader *nir,
struct gl_shader_program *shader_prog,
struct gl_program *prog,
const struct gen_device_info *devinfo);
void brw_shader_gather_info(nir_shader *nir, struct gl_program *prog);
void brw_setup_tex_for_precompile(const struct gen_device_info *devinfo,
......
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