diff options
author | Kenneth Graunke <[email protected]> | 2018-07-18 18:46:09 -0700 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2019-01-11 13:07:54 -0800 |
commit | 2b876bc92260991ad3ad1fd6b38240f6983078e1 (patch) | |
tree | 88e8e5179cdc9b55c11f61f79f96fc9fca5f072f /src/mesa | |
parent | 3d182601bb3314513500e39092c48a7126b3278a (diff) |
st/nir: Lower TES gl_PatchVerticesIn to a constant if linked with a TCS.
If the TCS and TES are linked together, we can simply replace the TES's
gl_PatchVerticesIn system value with a constant, possibly allowing extra
optimization or letting the driver avoid uploading a special value.
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/state_tracker/st_glsl_to_nir.cpp | 23 |
1 files changed, 23 insertions, 0 deletions
diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp index 87e4a37a9d9..3ab7af7c20c 100644 --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp @@ -626,6 +626,27 @@ st_nir_link_shaders(nir_shader **producer, nir_shader **consumer, bool scalar) } } +static void +st_lower_patch_vertices_in(struct gl_shader_program *shader_prog) +{ + struct gl_linked_shader *linked_tcs = + shader_prog->_LinkedShaders[MESA_SHADER_TESS_CTRL]; + struct gl_linked_shader *linked_tes = + shader_prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]; + + /* If we have a TCS and TES linked together, lower TES patch vertices. */ + if (linked_tcs && linked_tes) { + nir_shader *tcs_nir = linked_tcs->Program->nir; + nir_shader *tes_nir = linked_tes->Program->nir; + + /* The TES input vertex count is the TCS output vertex count, + * lower TES gl_PatchVerticesIn to a constant. + */ + uint32_t tes_patch_verts = tcs_nir->info.tess.tcs_vertices_out; + NIR_PASS_V(tes_nir, nir_lower_patch_vertices, tes_patch_verts, NULL); + } +} + extern "C" { void @@ -747,6 +768,8 @@ st_link_nir(struct gl_context *ctx, prev = i; } + st_lower_patch_vertices_in(shader_program); + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_linked_shader *shader = shader_program->_LinkedShaders[i]; if (shader == NULL) |