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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