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authorTimothy Arceri <[email protected]>2016-10-13 11:41:23 +1100
committerTimothy Arceri <[email protected]>2016-10-26 14:29:36 +1100
commite1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b (patch)
tree32b4e9dbc9c03aa7733e1e32721d92c3c54571e0 /src/compiler/glsl/glsl_to_nir.cpp
parent094fe3a9591ce200162d955635eee577c13f9324 (diff)
nir/i965/anv/radv/gallium: make shader info a pointer
When restoring something from shader cache we won't have and don't want to create a nir_shader this change detaches the two. There are other advantages such as being able to reuse the shader info populated by GLSL IR. Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/compiler/glsl/glsl_to_nir.cpp')
-rw-r--r--src/compiler/glsl/glsl_to_nir.cpp66
1 files changed, 33 insertions, 33 deletions
diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp
index 18600c484f3..b5318928792 100644
--- a/src/compiler/glsl/glsl_to_nir.cpp
+++ b/src/compiler/glsl/glsl_to_nir.cpp
@@ -136,65 +136,65 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
{
struct gl_linked_shader *sh = shader_prog->_LinkedShaders[stage];
- nir_shader *shader = nir_shader_create(NULL, stage, options);
+ nir_shader *shader = nir_shader_create(NULL, stage, options, NULL);
nir_visitor v1(shader);
nir_function_visitor v2(&v1);
v2.run(sh->ir);
visit_exec_list(sh->ir, &v1);
- shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
+ shader->info->name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
if (shader_prog->Label)
- shader->info.label = ralloc_strdup(shader, shader_prog->Label);
- shader->info.num_textures = util_last_bit(sh->Program->SamplersUsed);
- shader->info.num_ubos = sh->NumUniformBlocks;
- shader->info.num_abos = shader_prog->NumAtomicBuffers;
- shader->info.num_ssbos = sh->NumShaderStorageBlocks;
- shader->info.num_images = sh->NumImages;
- shader->info.inputs_read = sh->Program->InputsRead;
- shader->info.double_inputs_read = sh->Program->DoubleInputsRead;
- shader->info.outputs_written = sh->Program->OutputsWritten;
- shader->info.outputs_read = sh->Program->OutputsRead;
- shader->info.patch_inputs_read = sh->Program->PatchInputsRead;
- shader->info.patch_outputs_written = sh->Program->PatchOutputsWritten;
- shader->info.system_values_read = sh->Program->SystemValuesRead;
- shader->info.uses_texture_gather = sh->Program->UsesGather;
- shader->info.uses_clip_distance_out =
+ shader->info->label = ralloc_strdup(shader, shader_prog->Label);
+ shader->info->num_textures = util_last_bit(sh->Program->SamplersUsed);
+ shader->info->num_ubos = sh->NumUniformBlocks;
+ shader->info->num_abos = shader_prog->NumAtomicBuffers;
+ shader->info->num_ssbos = sh->NumShaderStorageBlocks;
+ shader->info->num_images = sh->NumImages;
+ shader->info->inputs_read = sh->Program->InputsRead;
+ shader->info->double_inputs_read = sh->Program->DoubleInputsRead;
+ shader->info->outputs_written = sh->Program->OutputsWritten;
+ shader->info->outputs_read = sh->Program->OutputsRead;
+ shader->info->patch_inputs_read = sh->Program->PatchInputsRead;
+ shader->info->patch_outputs_written = sh->Program->PatchOutputsWritten;
+ shader->info->system_values_read = sh->Program->SystemValuesRead;
+ shader->info->uses_texture_gather = sh->Program->UsesGather;
+ shader->info->uses_clip_distance_out =
sh->Program->ClipDistanceArraySize != 0;
- shader->info.separate_shader = shader_prog->SeparateShader;
- shader->info.has_transform_feedback_varyings =
+ shader->info->separate_shader = shader_prog->SeparateShader;
+ shader->info->has_transform_feedback_varyings =
shader_prog->TransformFeedback.NumVarying > 0;
switch (stage) {
case MESA_SHADER_TESS_CTRL:
- shader->info.tcs.vertices_out = sh->info.TessCtrl.VerticesOut;
+ shader->info->tcs.vertices_out = sh->info.TessCtrl.VerticesOut;
break;
case MESA_SHADER_GEOMETRY:
- shader->info.gs.vertices_in = shader_prog->Geom.VerticesIn;
- shader->info.gs.output_primitive = sh->info.Geom.OutputType;
- shader->info.gs.vertices_out = sh->info.Geom.VerticesOut;
- shader->info.gs.invocations = sh->info.Geom.Invocations;
- shader->info.gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
- shader->info.gs.uses_streams = shader_prog->Geom.UsesStreams;
+ shader->info->gs.vertices_in = shader_prog->Geom.VerticesIn;
+ shader->info->gs.output_primitive = sh->info.Geom.OutputType;
+ shader->info->gs.vertices_out = sh->info.Geom.VerticesOut;
+ shader->info->gs.invocations = sh->info.Geom.Invocations;
+ shader->info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
+ shader->info->gs.uses_streams = shader_prog->Geom.UsesStreams;
break;
case MESA_SHADER_FRAGMENT: {
struct gl_fragment_program *fp =
(struct gl_fragment_program *)sh->Program;
- shader->info.fs.uses_discard = fp->UsesKill;
- shader->info.fs.uses_sample_qualifier = fp->IsSample != 0;
- shader->info.fs.early_fragment_tests = sh->info.EarlyFragmentTests;
- shader->info.fs.depth_layout = fp->FragDepthLayout;
+ shader->info->fs.uses_discard = fp->UsesKill;
+ shader->info->fs.uses_sample_qualifier = fp->IsSample != 0;
+ shader->info->fs.early_fragment_tests = sh->info.EarlyFragmentTests;
+ shader->info->fs.depth_layout = fp->FragDepthLayout;
break;
}
case MESA_SHADER_COMPUTE: {
struct gl_compute_program *cp = (struct gl_compute_program *)sh->Program;
- shader->info.cs.local_size[0] = cp->LocalSize[0];
- shader->info.cs.local_size[1] = cp->LocalSize[1];
- shader->info.cs.local_size[2] = cp->LocalSize[2];
+ shader->info->cs.local_size[0] = cp->LocalSize[0];
+ shader->info->cs.local_size[1] = cp->LocalSize[1];
+ shader->info->cs.local_size[2] = cp->LocalSize[2];
break;
}