radeonsi/nir: simplify si_lower_nir signature

just a cleanup
This commit is contained in:
Marek Olšák 2019-09-26 19:54:09 -04:00
parent 923aa3918c
commit 268e0e01f3
4 changed files with 17 additions and 17 deletions

View file

@ -128,7 +128,7 @@ static void si_create_compute_state_async(void *job, int thread_index)
si_nir_opts(sel->nir);
si_nir_scan_shader(sel->nir, &sel->info);
si_lower_nir(sel);
si_lower_nir(sel->screen, sel->nir);
}
/* Store the declared LDS size into tgsi_shader_info for the shader

View file

@ -757,7 +757,7 @@ void si_nir_scan_shader(const struct nir_shader *nir,
void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
struct tgsi_tessctrl_info *out);
void si_nir_lower_ps_inputs(struct nir_shader *nir);
void si_lower_nir(struct si_shader_selector *sel);
void si_lower_nir(struct si_screen *sscreen, struct nir_shader *nir);
void si_nir_opts(struct nir_shader *nir);
/* si_state_shaders.c */

View file

@ -942,21 +942,21 @@ void si_nir_lower_ps_inputs(struct nir_shader *nir)
* Perform "lowering" operations on the NIR that are run once when the shader
* selector is created.
*/
void si_lower_nir(struct si_shader_selector *sel)
void si_lower_nir(struct si_screen *sscreen, struct nir_shader *nir)
{
/* Adjust the driver location of inputs and outputs. The state tracker
* interprets them as slots, while the ac/nir backend interprets them
* as individual components.
*/
if (sel->nir->info.stage != MESA_SHADER_FRAGMENT) {
nir_foreach_variable(variable, &sel->nir->inputs)
if (nir->info.stage != MESA_SHADER_FRAGMENT) {
nir_foreach_variable(variable, &nir->inputs)
variable->data.driver_location *= 4;
}
nir_foreach_variable(variable, &sel->nir->outputs) {
nir_foreach_variable(variable, &nir->outputs) {
variable->data.driver_location *= 4;
if (sel->nir->info.stage == MESA_SHADER_FRAGMENT) {
if (nir->info.stage == MESA_SHADER_FRAGMENT) {
if (variable->data.location == FRAG_RESULT_DEPTH)
variable->data.driver_location += 2;
else if (variable->data.location == FRAG_RESULT_STENCIL)
@ -975,7 +975,7 @@ void si_lower_nir(struct si_shader_selector *sel)
static const struct nir_lower_tex_options lower_tex_options = {
.lower_txp = ~0u,
};
NIR_PASS_V(sel->nir, nir_lower_tex, &lower_tex_options);
NIR_PASS_V(nir, nir_lower_tex, &lower_tex_options);
const nir_lower_subgroups_options subgroups_options = {
.subgroup_size = 64,
@ -985,25 +985,25 @@ void si_lower_nir(struct si_shader_selector *sel)
.lower_vote_trivial = false,
.lower_vote_eq_to_ballot = true,
};
NIR_PASS_V(sel->nir, nir_lower_subgroups, &subgroups_options);
NIR_PASS_V(nir, nir_lower_subgroups, &subgroups_options);
/* Lower load constants to scalar and then clean up the mess */
NIR_PASS_V(sel->nir, nir_lower_load_const_to_scalar);
NIR_PASS_V(sel->nir, nir_lower_var_copies);
si_nir_opts(sel->nir);
NIR_PASS_V(nir, nir_lower_load_const_to_scalar);
NIR_PASS_V(nir, nir_lower_var_copies);
si_nir_opts(nir);
/* Lower large variables that are always constant with load_constant
* intrinsics, which get turned into PC-relative loads from a data
* section next to the shader.
*/
NIR_PASS_V(sel->nir, nir_opt_large_constants,
NIR_PASS_V(nir, nir_opt_large_constants,
glsl_get_natural_size_align_bytes, 16);
ac_lower_indirect_derefs(sel->nir, sel->screen->info.chip_class);
ac_lower_indirect_derefs(nir, sscreen->info.chip_class);
si_nir_opts(sel->nir);
si_nir_opts(nir);
NIR_PASS_V(sel->nir, nir_lower_bool_to_int32);
NIR_PASS_V(nir, nir_lower_bool_to_int32);
}
static void declare_nir_input_vs(struct si_shader_context *ctx,

View file

@ -2473,7 +2473,7 @@ static void si_init_shader_selector_async(void *job, int thread_index)
compiler = &sscreen->compiler[thread_index];
if (sel->nir)
si_lower_nir(sel);
si_lower_nir(sel->screen, sel->nir);
/* Compile the main shader part for use with a prolog and/or epilog.
* If this fails, the driver will try to compile a monolithic shader