i965: Always do NIR IO lowering at specialization time.
We've now hit literally every case other than geometry shaders (and compute shaders, but those are a no-op). So, let's just move geometry shaders over too and be done with it. The only advantage to doing this at link time was to save the expense of running the pass on recompiles. But we're already running a lot of passes, and the extra code complexity isn't worth it. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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@@ -598,7 +598,6 @@ brw_create_nir(struct brw_context *brw,
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bool is_scalar)
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{
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struct gl_context *ctx = &brw->ctx;
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const struct brw_device_info *devinfo = brw->intelScreen->devinfo;
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const nir_shader_compiler_options *options =
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ctx->Const.ShaderCompilerOptions[stage].NirOptions;
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bool progress;
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@@ -625,13 +624,6 @@ brw_create_nir(struct brw_context *brw,
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OPT_V(nir_lower_atomics, shader_prog);
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}
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if (nir->stage != MESA_SHADER_VERTEX &&
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nir->stage != MESA_SHADER_TESS_CTRL &&
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nir->stage != MESA_SHADER_TESS_EVAL &&
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nir->stage != MESA_SHADER_FRAGMENT) {
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nir = brw_nir_lower_io(nir, devinfo, is_scalar, false, NULL);
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}
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return nir;
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}
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@@ -598,6 +598,7 @@ brw_compile_gs(const struct brw_compiler *compiler, void *log_data,
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nir_shader *shader = nir_shader_clone(mem_ctx, src_shader);
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shader = brw_nir_apply_sampler_key(shader, compiler->devinfo, &key->tex,
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is_scalar);
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shader = brw_nir_lower_io(shader, compiler->devinfo, is_scalar, false, NULL);
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shader = brw_postprocess_nir(shader, compiler->devinfo, is_scalar);
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prog_data->include_primitive_id =
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