broadcom/compiler: do not run lowering I/O for FS

This lowering is applied only for vertex and geometry shaders. So detect
earlier this situation and do not go ahead with other shader.

Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/29102>
This commit is contained in:
Juan A. Suarez Romero
2024-05-08 10:46:50 +02:00
committed by Marge Bot
parent 1545dc94b4
commit 920025533e
+10 -20
View File
@@ -322,10 +322,7 @@ v3d_nir_lower_io_instr(struct v3d_compile *c, nir_builder *b,
break;
case nir_intrinsic_store_output:
if (c->s->info.stage == MESA_SHADER_VERTEX ||
c->s->info.stage == MESA_SHADER_GEOMETRY) {
v3d_nir_lower_vpm_output(c, b, intr, state);
}
v3d_nir_lower_vpm_output(c, b, intr, state);
break;
case nir_intrinsic_emit_vertex:
@@ -621,22 +618,18 @@ emit_gs_vpm_output_header_prolog(struct v3d_compile *c, nir_builder *b,
bool
v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
{
if (s->info.stage != MESA_SHADER_VERTEX &&
s->info.stage != MESA_SHADER_GEOMETRY) {
return false;
}
struct v3d_nir_lower_io_state state = { 0 };
/* Set up the layout of the VPM outputs. */
switch (s->info.stage) {
case MESA_SHADER_VERTEX:
if (s->info.stage == MESA_SHADER_VERTEX)
v3d_nir_setup_vpm_layout_vs(c, &state);
break;
case MESA_SHADER_GEOMETRY:
else
v3d_nir_setup_vpm_layout_gs(c, &state);
break;
case MESA_SHADER_FRAGMENT:
case MESA_SHADER_COMPUTE:
break;
default:
unreachable("Unsupported shader stage");
}
nir_foreach_function_impl(impl, s) {
nir_builder b = nir_builder_create(impl);
@@ -654,7 +647,7 @@ v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
b.cursor = nir_after_block(last);
if (s->info.stage == MESA_SHADER_VERTEX) {
v3d_nir_emit_ff_vpm_outputs(c, &b, &state);
} else if (s->info.stage == MESA_SHADER_GEOMETRY) {
} else {
emit_gs_vpm_output_header_prolog(c, &b, &state);
}
@@ -663,10 +656,7 @@ v3d_nir_lower_io(nir_shader *s, struct v3d_compile *c)
nir_metadata_dominance);
}
if (s->info.stage == MESA_SHADER_VERTEX ||
s->info.stage == MESA_SHADER_GEOMETRY) {
v3d_nir_lower_io_update_output_var_base(c, &state);
}
v3d_nir_lower_io_update_output_var_base(c, &state);
/* It is really unlikely that we don't get progress here, and fully
* filtering when not would make code more complex, but we are still