st/glsl_to_nir: generate NIR earlier
We want to use nir_shader_gather_info() the GLSL IR version might be including varyings that NIR later eliminates. To do this we need to generate NIR before we we start using the in/out bitmasks. Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@@ -407,6 +407,7 @@ st_nir_get_mesa_program(struct gl_context *ctx,
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struct gl_shader_program *shader_program,
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struct gl_linked_shader *shader)
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{
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struct st_context *st = st_context(ctx);
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struct gl_program *prog;
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validate_ir_tree(shader->ir);
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@@ -462,6 +463,11 @@ st_nir_get_mesa_program(struct gl_context *ctx,
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return NULL;
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}
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struct st_common_program *st_comm_prog = (struct st_common_program *)prog;
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nir_shader *nir = st_glsl_to_nir(st, prog, shader_program, shader->Stage);
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st_comm_prog->tgsi.type = PIPE_SHADER_IR_NIR;
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st_comm_prog->tgsi.ir.nir = nir;
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return prog;
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}
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@@ -447,12 +447,6 @@ st_translate_vertex_program(struct st_context *st,
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}
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if (stvp->shader_program) {
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nir_shader *nir = st_glsl_to_nir(st, &stvp->Base, stvp->shader_program,
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MESA_SHADER_VERTEX);
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stvp->tgsi.type = PIPE_SHADER_IR_NIR;
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stvp->tgsi.ir.nir = nir;
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struct gl_program *prog = stvp->shader_program->last_vert_prog;
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if (prog) {
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st_translate_stream_output_info2(prog->sh.LinkedTransformFeedback,
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@@ -895,15 +889,9 @@ st_translate_fragment_program(struct st_context *st,
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}
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}
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if (stfp->shader_program) {
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nir_shader *nir = st_glsl_to_nir(st, &stfp->Base, stfp->shader_program,
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MESA_SHADER_FRAGMENT);
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stfp->tgsi.type = PIPE_SHADER_IR_NIR;
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stfp->tgsi.ir.nir = nir;
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/* We have already compiler to NIR so just return */
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if (stfp->shader_program)
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return true;
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}
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ureg = ureg_create_with_screen(PIPE_SHADER_FRAGMENT, st->pipe->screen);
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if (ureg == NULL)
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@@ -1681,15 +1669,9 @@ st_translate_tessctrl_program(struct st_context *st,
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{
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struct ureg_program *ureg;
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if (sttcp->shader_program) {
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nir_shader *nir = st_glsl_to_nir(st, &sttcp->Base, sttcp->shader_program,
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MESA_SHADER_TESS_EVAL);
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sttcp->tgsi.type = PIPE_SHADER_IR_NIR;
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sttcp->tgsi.ir.nir = nir;
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/* We have already compiler to NIR so just return */
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if (sttcp->shader_program)
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return true;
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}
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ureg = ureg_create_with_screen(PIPE_SHADER_TESS_CTRL, st->pipe->screen);
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if (ureg == NULL)
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@@ -1716,15 +1698,9 @@ st_translate_tesseval_program(struct st_context *st,
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{
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struct ureg_program *ureg;
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if (sttep->shader_program) {
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nir_shader *nir = st_glsl_to_nir(st, &sttep->Base, sttep->shader_program,
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MESA_SHADER_TESS_EVAL);
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sttep->tgsi.type = PIPE_SHADER_IR_NIR;
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sttep->tgsi.ir.nir = nir;
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/* We have already compiler to NIR so just return */
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if (sttep->shader_program)
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return true;
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}
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ureg = ureg_create_with_screen(PIPE_SHADER_TESS_EVAL, st->pipe->screen);
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if (ureg == NULL)
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@@ -1770,14 +1746,9 @@ st_translate_compute_program(struct st_context *st,
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struct pipe_shader_state prog;
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if (stcp->shader_program) {
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nir_shader *nir = st_glsl_to_nir(st, &stcp->Base, stcp->shader_program,
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MESA_SHADER_COMPUTE);
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/* no compute variants: */
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st_finalize_nir(st, &stcp->Base, stcp->shader_program, nir);
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stcp->tgsi.ir_type = PIPE_SHADER_IR_NIR;
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stcp->tgsi.prog = nir;
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st_finalize_nir(st, &stcp->Base, stcp->shader_program,
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(struct nir_shader *) stcp->tgsi.prog);
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return true;
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}
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