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authorKenneth Graunke <[email protected]>2019-01-13 10:39:41 -0800
committerKenneth Graunke <[email protected]>2019-02-11 21:34:45 -0800
commitf5c7df4dc95ca115b1a1c916b0b133692a7ea6d9 (patch)
tree7eb9abcca491dafa9e08ee7293969d52ede42e17 /src/mesa/state_tracker/st_nir.h
parent120f9b8362284e6e8ad62aa85a9e2578db73f272 (diff)
nir: Gather texture bitmasks in gl_nir_lower_samplers_as_deref.
Eric and I would like a bitmask of which samplers are used, similar to prog->SamplersUsed, but available in NIR. The linker uses SamplersUsed for resource limit checking, but later optimizations may eliminate more samplers. So instead of propagating it through, we gather a new one. While there, we also gather the existing textures_used_by_txf bitmask. Gathering these bitfields in nir_shader_gather_info is awkward at best. The main reason is that it introduces an ordering dependency between the two passes. If gathering runs before lower_samplers_as_deref, it can't look at var->data.binding. If the driver doesn't use the full lowering to texture_index/texture_array_size (like radeonsi), then the gathering can't use those fields. Gathering might be run early /and/ late, first to get varying info, and later to update it after variant lowering. At this point, should gathering work on pre-lowered or post-lowered code? Pre-lowered is also harder due to the presence of structure types. Just doing the gathering when we do the lowering alleviates these ordering problems. This fixes ordering issues in i965 and makes the txf info gathering work for radeonsi (though they don't use it). Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa/state_tracker/st_nir.h')
-rw-r--r--src/mesa/state_tracker/st_nir.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/mesa/state_tracker/st_nir.h b/src/mesa/state_tracker/st_nir.h
index 42a04a4676b..d45ab3c4474 100644
--- a/src/mesa/state_tracker/st_nir.h
+++ b/src/mesa/state_tracker/st_nir.h
@@ -56,7 +56,8 @@ void st_nir_assign_varying_locations(struct st_context *st,
struct nir_shader *nir);
void st_nir_lower_samplers(struct pipe_screen *screen, struct nir_shader *nir,
- struct gl_shader_program *shader_program);
+ struct gl_shader_program *shader_program,
+ struct gl_program *prog);
struct pipe_shader_state *
st_nir_finish_builtin_shader(struct st_context *st,