diff options
author | Timothy Arceri <[email protected]> | 2019-12-23 11:37:57 +1100 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2020-01-07 09:50:57 +1100 |
commit | a853de0c95d5dce7aee983efd243377ffe3a6e91 (patch) | |
tree | 63a1c2f84b50aaf10e9425ea7fa23deda517f517 /src/mesa | |
parent | 8f2cab7767d2f0bcbb194f5c72bf89652f32e0f0 (diff) |
glsl: use nir linker to link atomics
Reviewed-by: Alejandro PiƱeiro <[email protected]>
Diffstat (limited to 'src/mesa')
-rw-r--r-- | src/mesa/state_tracker/st_context.c | 5 | ||||
-rw-r--r-- | src/mesa/state_tracker/st_glsl_to_nir.cpp | 6 |
2 files changed, 10 insertions, 1 deletions
diff --git a/src/mesa/state_tracker/st_context.c b/src/mesa/state_tracker/st_context.c index 992f9fe00c9..72e1a50bca3 100644 --- a/src/mesa/state_tracker/st_context.c +++ b/src/mesa/state_tracker/st_context.c @@ -765,6 +765,11 @@ st_create_context_priv(struct gl_context *ctx, struct pipe_context *pipe, ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].PositionAlwaysInvariant = options->vs_position_always_invariant; + enum pipe_shader_ir preferred_ir = (enum pipe_shader_ir) + screen->get_shader_param(screen, PIPE_SHADER_VERTEX, + PIPE_SHADER_CAP_PREFERRED_IR); + ctx->Const.UseNIRGLSLLinker = preferred_ir == PIPE_SHADER_IR_NIR; + if (ctx->Const.GLSLVersion < 400) { for (i = 0; i < MESA_SHADER_STAGES; i++) ctx->Const.ShaderCompilerOptions[i].EmitNoIndirectSampler = true; diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp index 11b6db490b9..c92b1c365a7 100644 --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp @@ -736,8 +736,12 @@ st_link_nir(struct gl_context *ctx, if (num_shaders == 1) st_nir_opts(linked_shader[0]->Program->nir); - if (!shader_program->data->spirv) + if (!shader_program->data->spirv) { + if (!gl_nir_link_glsl(ctx, shader_program)) + return GL_FALSE; + nir_build_program_resource_list(ctx, shader_program, false); + } for (unsigned i = 0; i < num_shaders; i++) { struct gl_linked_shader *shader = linked_shader[i]; |