Both patches:

Reviewed-by: Nicolai Hähnle <nicolai.haeh...@amd.com>

On 01.11.2017 12:01, Timothy Arceri wrote:
Use the NIR helper rather than the GLSL IR helper to get in/out
masks. This allows us to ignore varyings removed by NIR
optimisations.
---
  src/mesa/state_tracker/st_glsl_to_nir.cpp | 18 ++++++++++--------
  1 file changed, 10 insertions(+), 8 deletions(-)

diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp 
b/src/mesa/state_tracker/st_glsl_to_nir.cpp
index d59e472584..7f4651a3cc 100644
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
@@ -266,30 +266,26 @@ st_glsl_to_nir(struct st_context *st, struct gl_program 
*prog,
      * This should be enough for Bitmap and DrawPixels constants.
      */
     _mesa_reserve_parameter_storage(prog->Parameters, 8);
/* This has to be done last. Any operation the can cause
      * prog->ParameterValues to get reallocated (e.g., anything that adds a
      * program constant) has to happen before creating this linkage.
      */
     _mesa_associate_uniform_storage(st->ctx, shader_program, prog, true);
- st_set_prog_affected_state_flags(prog);
-
     NIR_PASS_V(nir, nir_lower_io_to_temporaries,
           nir_shader_get_entrypoint(nir),
           true, true);
     NIR_PASS_V(nir, nir_lower_global_vars_to_local);
     NIR_PASS_V(nir, nir_split_var_copies);
     NIR_PASS_V(nir, nir_lower_var_copies);
-   NIR_PASS_V(nir, st_nir_lower_builtin);
-   NIR_PASS_V(nir, nir_lower_atomics, shader_program);
/* fragment shaders may need : */
     if (stage == MESA_SHADER_FRAGMENT) {
        static const gl_state_index wposTransformState[STATE_LENGTH] = {
           STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
        };
        nir_lower_wpos_ytransform_options wpos_options = { { 0 } };
        struct pipe_screen *pscreen = st->pipe->screen;
memcpy(wpos_options.state_tokens, wposTransformState,
@@ -302,20 +298,30 @@ st_glsl_to_nir(struct st_context *st, struct gl_program 
*prog,
           pscreen->get_param(pscreen, 
PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
        wpos_options.fs_coord_pixel_center_half_integer =
           pscreen->get_param(pscreen, 
PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
           nir_validate_shader(nir);
           _mesa_add_state_reference(prog->Parameters, wposTransformState);
        }
     }
+ NIR_PASS_V(nir, nir_lower_system_values);
+
+   nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
+   prog->info = nir->info;
+
+   st_set_prog_affected_state_flags(prog);
+
+   NIR_PASS_V(nir, st_nir_lower_builtin);
+   NIR_PASS_V(nir, nir_lower_atomics, shader_program);
+
     if (st->ctx->_Shader->Flags & GLSL_DUMP) {
        _mesa_log("\n");
        _mesa_log("NIR IR for linked %s program %d:\n",
               _mesa_shader_stage_to_string(stage),
               shader_program->Name);
        nir_print_shader(nir, _mesa_get_log_file());
        _mesa_log("\n\n");
     }
prog->nir = nir;
@@ -387,44 +393,40 @@ st_finalize_nir(struct st_context *st, struct gl_program 
*prog,
     } else {
        unreachable("invalid shader type for tgsi bypass\n");
     }
NIR_PASS_V(nir, nir_lower_atomics_to_ssbo,
           st->ctx->Const.Program[nir->info.stage].MaxAtomicBuffers);
st_nir_assign_uniform_locations(prog, shader_program,
                                     &nir->uniforms, &nir->num_uniforms);
- NIR_PASS_V(nir, nir_lower_system_values);
-
     if (screen->get_param(screen, PIPE_CAP_NIR_SAMPLERS_AS_DEREF))
        NIR_PASS_V(nir, nir_lower_samplers_as_deref, shader_program);
     else
        NIR_PASS_V(nir, nir_lower_samplers, shader_program);
  }
struct gl_program *
  st_nir_get_mesa_program(struct gl_context *ctx,
                          struct gl_shader_program *shader_program,
                          struct gl_linked_shader *shader)
  {
     struct st_context *st = st_context(ctx);
     struct gl_program *prog;
validate_ir_tree(shader->ir); prog = shader->Program; prog->Parameters = _mesa_new_parameter_list(); - do_set_program_inouts(shader->ir, prog, shader->Stage);
-
     _mesa_copy_linked_program_data(shader_program, shader);
     _mesa_generate_parameters_list_for_uniforms(ctx, shader_program, shader,
                                                 prog->Parameters);
if (ctx->_Shader->Flags & GLSL_DUMP) {
        _mesa_log("\n");
        _mesa_log("GLSL IR for linked %s program %d:\n",
               _mesa_shader_stage_to_string(shader->Stage),
               shader_program->Name);
        _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);



--
Lerne, wie die Welt wirklich ist,
Aber vergiss niemals, wie sie sein sollte.
_______________________________________________
mesa-dev mailing list
mesa-dev@lists.freedesktop.org
https://lists.freedesktop.org/mailman/listinfo/mesa-dev

Reply via email to