On 01/12/17 18:23, Eduardo Lima Mitev wrote:
On 12/01/2017 04:44 AM, Timothy Arceri wrote:


On 01/12/17 04:28, Eduardo Lima Mitev wrote:
This is the main fork of the shader compilation code-path, where a NIR
shader is obtained by calling spirv_to_nir() or glsl_to_nir(),
depending on its nature..

v2: Use 'spirv_data' member from gl_linked_shader to know which method
     to call. (Timothy Arceri)
---
   src/mesa/drivers/dri/i965/brw_program.c | 14 ++++++++++++--
   1 file changed, 12 insertions(+), 2 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_program.c
b/src/mesa/drivers/dri/i965/brw_program.c
index 755d4973cc0..596118f2fe5 100644
--- a/src/mesa/drivers/dri/i965/brw_program.c
+++ b/src/mesa/drivers/dri/i965/brw_program.c
@@ -31,6 +31,7 @@
     #include <pthread.h>
   #include "main/imports.h"
+#include "main/glspirv.h"
   #include "program/prog_parameter.h"
   #include "program/prog_print.h"
   #include "program/prog_to_nir.h"
@@ -73,9 +74,18 @@ brw_create_nir(struct brw_context *brw,
         ctx->Const.ShaderCompilerOptions[stage].NirOptions;
      nir_shader *nir;
   -   /* First, lower the GLSL IR or Mesa IR to NIR */
+   /* First, lower the GLSL/Mesa IR or SPIR-V to NIR */
      if (shader_prog) {
-      nir = glsl_to_nir(shader_prog, stage, options);
+      bool is_spirv_shader =
+         (shader_prog->_LinkedShaders[stage]->spirv_data != NULL);
+
+      if (!is_spirv_shader) {
+         nir = glsl_to_nir(shader_prog, stage, options);
+      } else {
+         nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
+      }
+      assert (nir);

Rather than messing around with bools, null checks and !'s I'd just
change this to:

       /* First, lower the GLSL/Mesa IR or SPIR-V to NIR */
       if (shader_prog->_LinkedShaders[stage]->spirv_data) {
          nir = _mesa_spirv_to_nir(ctx, shader_prog, stage, options);
       } else {
          nir = glsl_to_nir(shader_prog, stage, options);
       }
       assert (nir);



My intention was to make it clearer that we are using a pointer nullness
to decide code-path.
I don't care much so I will use your inlined version above, maybe just
adding a comment.

I don't think you even need a comment. The code speaks for itself :)



Thanks,

Eduardo

+
         nir_remove_dead_variables(nir, nir_var_shader_in |
nir_var_shader_out);
         nir_lower_returns(nir);
         nir_validate_shader(nir);



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