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ttn: Update shader->info as we generate code.
We could use the nir_shader_gather_info() pass to update it after the fact, but this is what glsl_to_nir and prog_to_nir do. Reviewed-by: Rob Clark <robclark@freedesktop.org>
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1 changed files with 13 additions and 0 deletions
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@ -364,6 +364,10 @@ ttn_emit_declaration(struct ttn_compile *c)
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}
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exec_list_push_tail(&b->shader->inputs, &var->node);
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for (int i = 0; i < array_size; i++)
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b->shader->info.inputs_read |= 1 << (var->data.location + i);
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break;
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case TGSI_FILE_OUTPUT: {
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int semantic_name = decl->Semantic.Name;
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@ -426,6 +430,9 @@ ttn_emit_declaration(struct ttn_compile *c)
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}
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exec_list_push_tail(&b->shader->outputs, &var->node);
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for (int i = 0; i < array_size; i++)
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b->shader->info.outputs_written |= 1 << (var->data.location + i);
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}
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break;
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case TGSI_FILE_CONSTANT:
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@ -571,6 +578,10 @@ ttn_src_for_file_and_index(struct ttn_compile *c, unsigned file, unsigned index,
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nir_builder_instr_insert(b, &load->instr);
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src = nir_src_for_ssa(&load->dest.ssa);
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b->shader->info.system_values_read |=
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(1 << nir_system_value_from_intrinsic(op));
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break;
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}
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@ -1036,6 +1047,7 @@ ttn_kill(nir_builder *b, nir_op op, nir_alu_dest dest, nir_ssa_def **src)
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nir_intrinsic_instr *discard =
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nir_intrinsic_instr_create(b->shader, nir_intrinsic_discard);
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nir_builder_instr_insert(b, &discard->instr);
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b->shader->info.fs.uses_discard = true;
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}
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static void
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@ -1048,6 +1060,7 @@ ttn_kill_if(nir_builder *b, nir_op op, nir_alu_dest dest, nir_ssa_def **src)
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nir_intrinsic_instr_create(b->shader, nir_intrinsic_discard_if);
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discard->src[0] = nir_src_for_ssa(cmp);
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nir_builder_instr_insert(b, &discard->instr);
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b->shader->info.fs.uses_discard = true;
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}
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static void
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