diff options
author | Timothy Arceri <[email protected]> | 2016-12-06 17:34:02 +1100 |
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committer | Timothy Arceri <[email protected]> | 2016-12-09 16:29:10 +1100 |
commit | 8977cd4fddc571211b3a762510048de072c8c8ae (patch) | |
tree | 62a4a819fb392a3e8760c79cad71382a25b1b8b0 /src | |
parent | 429e2ec324674ba8c3412b331da56d9a8808cd38 (diff) |
i965: delay adding built-in uniforms to Parameters list
This is a step towards using NIR optimisations over GLSL IR
optimisations. Delaying adding built-in uniforms until after
we convert to NIR gives it a chance to optimise them away.
V2: move the new code back to brw_link_shader()
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_link.cpp | 42 |
1 files changed, 19 insertions, 23 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_link.cpp b/src/mesa/drivers/dri/i965/brw_link.cpp index 871a2fc1a9a..ca934174067 100644 --- a/src/mesa/drivers/dri/i965/brw_link.cpp +++ b/src/mesa/drivers/dri/i965/brw_link.cpp @@ -248,29 +248,6 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) _mesa_copy_linked_program_data(shProg, shader); - /* Make a pass over the IR to add state references for any built-in - * uniforms that are used. This has to be done now (during linking). - * Code generation doesn't happen until the first time this shader is - * used for rendering. Waiting until then to generate the parameters is - * too late. At that point, the values for the built-in uniforms won't - * get sent to the shader. - */ - foreach_in_list(ir_instruction, node, shader->ir) { - ir_variable *var = node->as_variable(); - - if ((var == NULL) || (var->data.mode != ir_var_uniform) - || (strncmp(var->name, "gl_", 3) != 0)) - continue; - - const ir_state_slot *const slots = var->get_state_slots(); - assert(slots != NULL); - - for (unsigned int i = 0; i < var->get_num_state_slots(); i++) { - _mesa_add_state_reference(prog->Parameters, - (gl_state_index *) slots[i].tokens); - } - } - prog->SamplersUsed = shader->active_samplers; prog->ShadowSamplers = shader->shadow_samplers; _mesa_update_shader_textures_used(shProg, prog); @@ -290,6 +267,25 @@ brw_link_shader(struct gl_context *ctx, struct gl_shader_program *shProg) prog->nir = brw_create_nir(brw, shProg, prog, (gl_shader_stage) stage, compiler->scalar_stage[stage]); infos[stage] = prog->nir->info; + + /* Make a pass over the IR to add state references for any built-in + * uniforms that are used. This has to be done now (during linking). + * Code generation doesn't happen until the first time this shader is + * used for rendering. Waiting until then to generate the parameters is + * too late. At that point, the values for the built-in uniforms won't + * get sent to the shader. + */ + nir_foreach_variable(var, &prog->nir->uniforms) { + if (strncmp(var->name, "gl_", 3) == 0) { + const nir_state_slot *const slots = var->state_slots; + assert(var->state_slots != NULL); + + for (unsigned int i = 0; i < var->num_state_slots; i++) { + _mesa_add_state_reference(prog->Parameters, + (gl_state_index *)slots[i].tokens); + } + } + } } /* The linker tries to dead code eliminate unused varying components, |