On 28/02/18 03:45, Marek Olšák wrote:
On Mon, Feb 26, 2018 at 10:43 AM, Timothy Arceri <tarc...@itsqueeze.com> wrote:
---
src/compiler/shader_info.h | 5 +++++
src/mesa/state_tracker/st_glsl_to_nir.cpp | 13 +++++++++++++
2 files changed, 18 insertions(+)
diff --git a/src/compiler/shader_info.h b/src/compiler/shader_info.h
index e7fd7dbe62..11a59ff6ac 100644
--- a/src/compiler/shader_info.h
+++ b/src/compiler/shader_info.h
@@ -54,6 +54,11 @@ typedef struct shader_info {
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage;
+ /** The shader stage in a non SSO linked program that follows this stage,
+ * such as MESA_SHADER_FRAGMENT.
+ */
+ gl_shader_stage next_stage;
+
/* Number of textures used by this shader */
unsigned num_textures;
/* Number of uniform buffers used by this shader */
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp
b/src/mesa/state_tracker/st_glsl_to_nir.cpp
index 765c827d93..914fd2e898 100644
--- a/src/mesa/state_tracker/st_glsl_to_nir.cpp
+++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp
@@ -317,6 +317,19 @@ st_glsl_to_nir(struct st_context *st, struct gl_program
*prog,
nir_shader *nir = glsl_to_nir(shader_program, stage, options);
+ /* Set the next shader stage hint for VS and TES. */
+ if (!nir->info.separate_shader &&
+ (nir->info.stage == MESA_SHADER_VERTEX ||
+ nir->info.stage == MESA_SHADER_TESS_EVAL)) {
+
+ unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
+ unsigned stages_mask =
+ ~prev_stages & shader_program->data->linked_stages;
+
+ nir->info.next_stage = stages_mask ?
+ (gl_shader_stage) u_bit_scan(&stages_mask) : MESA_SHADER_FRAGMENT;
ffs would be better.
Also, ureg sets ..._SHADER_FRAGMENT if st/mesa doesn't set anything
(e.g. it's a separate shader).
Yes the ureg function does that, which is what the "stages_mask ?" above
does too. However separate shaders don't get set because
ureg_set_next_shader_processor() won't get called for them.
/* Set the next shader stage hint for VS and TES. */
switch (procType) {
case PIPE_SHADER_VERTEX:
case PIPE_SHADER_TESS_EVAL:
if (program->shader_program->SeparateShader)
break;
for (i = program->shader->Stage+1; i <= MESA_SHADER_FRAGMENT; i++) {
if (program->shader_program->_LinkedShaders[i]) {
ureg_set_next_shader_processor(
ureg, pipe_shader_type_from_mesa((gl_shader_stage)i));
break;
}
}
break;
}
Marek
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