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authorJason Ekstrand <[email protected]>2017-05-08 09:20:21 -0700
committerJason Ekstrand <[email protected]>2017-05-09 15:07:47 -0700
commitb86dba8a0eee6be283a96481c0c2b1fb1e882824 (patch)
tree5a8bfc6bff9ef65ab733327305026f2731f3096e /src/intel/blorp
parentd4fa0a0fa63c538b0c67ec3c46a45c1e4dcf91fc (diff)
nir: Embed the shader_info in the nir_shader again
Commit e1af20f18a86f52a9640faf2d4ff8a71b0a4fa9b changed the shader_info from being embedded into being just a pointer. The idea was that sharing the shader_info between NIR and GLSL would be easier if it were a pointer pointing to the same shader_info struct. This, however, has caused a few problems: 1) There are many things which generate NIR without GLSL. This means we have to support both NIR shaders which come from GLSL and ones that don't and need to have an info elsewhere. 2) The solution to (1) raises all sorts of ownership issues which have to be resolved with ralloc_parent checks. 3) Ever since 00620782c92100d77c660f9783504c6d80fa1d58, we've been using nir_gather_info to fill out the final shader_info. Thanks to cloning and the above ownership issues, the nir_shader::info may not point back to the gl_shader anymore and so we have to do a copy of the shader_info from NIR back to GLSL anyway. All of these issues go away if we just embed the shader_info in the nir_shader. There's a little downside of having to copy it back after calling nir_gather_info but, as explained above, we have to do that anyway. Acked-by: Timothy Arceri <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/intel/blorp')
-rw-r--r--src/intel/blorp/blorp.c6
-rw-r--r--src/intel/blorp/blorp_blit.c2
-rw-r--r--src/intel/blorp/blorp_clear.c4
3 files changed, 6 insertions, 6 deletions
diff --git a/src/intel/blorp/blorp.c b/src/intel/blorp/blorp.c
index 0b2395d9f7a..98342755294 100644
--- a/src/intel/blorp/blorp.c
+++ b/src/intel/blorp/blorp.c
@@ -204,12 +204,12 @@ blorp_compile_vs(struct blorp_context *blorp, void *mem_ctx,
nir = brw_preprocess_nir(compiler, nir);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
- vs_prog_data->inputs_read = nir->info->inputs_read;
+ vs_prog_data->inputs_read = nir->info.inputs_read;
brw_compute_vue_map(compiler->devinfo,
&vs_prog_data->base.vue_map,
- nir->info->outputs_written,
- nir->info->separate_shader);
+ nir->info.outputs_written,
+ nir->info.separate_shader);
struct brw_vs_prog_key vs_key = { 0, };
diff --git a/src/intel/blorp/blorp_blit.c b/src/intel/blorp/blorp_blit.c
index 691564c8788..04ea98aaf5b 100644
--- a/src/intel/blorp/blorp_blit.c
+++ b/src/intel/blorp/blorp_blit.c
@@ -1301,7 +1301,7 @@ brw_blorp_get_blit_kernel(struct blorp_context *blorp,
struct brw_wm_prog_data prog_data;
nir_shader *nir = brw_blorp_build_nir_shader(blorp, mem_ctx, prog_key);
- nir->info->name = ralloc_strdup(nir, "BLORP-blit");
+ nir->info.name = ralloc_strdup(nir, "BLORP-blit");
struct brw_wm_prog_key wm_key;
brw_blorp_init_wm_prog_key(&wm_key);
diff --git a/src/intel/blorp/blorp_clear.c b/src/intel/blorp/blorp_clear.c
index 4e834ba123e..a9eb6b95e45 100644
--- a/src/intel/blorp/blorp_clear.c
+++ b/src/intel/blorp/blorp_clear.c
@@ -58,7 +58,7 @@ blorp_params_get_clear_kernel(struct blorp_context *blorp,
nir_builder b;
nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_FRAGMENT, NULL);
- b.shader->info->name = ralloc_strdup(b.shader, "BLORP-clear");
+ b.shader->info.name = ralloc_strdup(b.shader, "BLORP-clear");
nir_variable *v_color =
BLORP_CREATE_NIR_INPUT(b.shader, clear_color, glsl_vec4_type());
@@ -120,7 +120,7 @@ blorp_params_get_layer_offset_vs(struct blorp_context *blorp,
nir_builder b;
nir_builder_init_simple_shader(&b, mem_ctx, MESA_SHADER_VERTEX, NULL);
- b.shader->info->name = ralloc_strdup(b.shader, "BLORP-layer-offset-vs");
+ b.shader->info.name = ralloc_strdup(b.shader, "BLORP-layer-offset-vs");
const struct glsl_type *uvec4_type = glsl_vector_type(GLSL_TYPE_UINT, 4);