glsl: make use of nir lower discard flow

Acked-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/28005>
This commit is contained in:
Timothy Arceri
2024-03-04 11:22:16 +11:00
committed by Marge Bot
parent 8317a37ea7
commit 8ceb10a1bd
2 changed files with 9 additions and 13 deletions
+9
View File
@@ -1485,6 +1485,15 @@ gl_nir_link_glsl(const struct gl_constants *consts,
last = i;
}
/* Implement the GLSL 1.30+ rule for discard vs infinite loops.
* This rule also applies to GLSL ES 3.00.
*/
if (prog->GLSL_Version >= (prog->IsES ? 300 : 130)) {
struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (sh)
gl_nir_lower_discard_flow(sh->Program->nir);
}
gl_nir_lower_named_interface_blocks(prog);
/* Validate the inputs of each stage with the output of the preceding
-13
View File
@@ -2820,19 +2820,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
prog->_LinkedShaders[MESA_SHADER_FRAGMENT]))
goto done;
/* Implement the GLSL 1.30+ rule for discard vs infinite loops Do
* it before optimization because we want most of the checks to get
* dropped thanks to constant propagation.
*
* This rule also applies to GLSL ES 3.00.
*/
if (max_version >= (prog->IsES ? 300 : 130)) {
struct gl_linked_shader *sh = prog->_LinkedShaders[MESA_SHADER_FRAGMENT];
if (sh) {
lower_discard_flow(sh->ir);
}
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;