zink: add a pipe_screen::finalize_nir hook

moves some of the always-run passes into the base nir

Reviewed-by: Dave Airlie <airlied@redhat.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/9888>
This commit is contained in:
Mike Blumenkrantz 2020-12-29 11:32:18 -05:00 committed by Marge Bot
parent 193c02e0cf
commit b47815c772
3 changed files with 24 additions and 11 deletions

View file

@ -794,12 +794,6 @@ zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
ret->shader_id = p_atomic_inc_return(&screen->shader_id);
ret->programs = _mesa_pointer_set_create(NULL);
if (!screen->info.feats.features.shaderImageGatherExtended) {
nir_lower_tex_options tex_opts = {};
tex_opts.lower_tg4_offsets = true;
NIR_PASS_V(nir, nir_lower_tex, &tex_opts);
}
if (nir->info.stage == MESA_SHADER_VERTEX)
create_vs_pushconst(nir);
else if (nir->info.stage == MESA_SHADER_TESS_CTRL ||
@ -809,11 +803,8 @@ zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
} else if (nir->info.stage == MESA_SHADER_KERNEL)
create_cs_pushconst(nir);
NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 16);
if (nir->info.stage < MESA_SHADER_FRAGMENT)
have_psiz = check_psiz(nir);
if (nir->info.stage == MESA_SHADER_GEOMETRY)
NIR_PASS_V(nir, nir_lower_gs_intrinsics, nir_lower_gs_intrinsics_per_stream);
NIR_PASS_V(nir, lower_basevertex);
NIR_PASS_V(nir, lower_work_dim);
NIR_PASS_V(nir, nir_lower_regs_to_ssa);
@ -823,8 +814,6 @@ zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
NIR_PASS_V(nir, lower_discard_if);
NIR_PASS_V(nir, nir_lower_fragcolor);
NIR_PASS_V(nir, lower_64bit_vertex_attribs);
if (nir->info.num_ubos || nir->info.num_ssbos)
NIR_PASS_V(nir, nir_lower_dynamic_bo_access);
NIR_PASS_V(nir, unbreak_bos);
if (zink_debug & ZINK_DEBUG_NIR) {
@ -896,6 +885,26 @@ zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
return ret;
}
void
zink_shader_finalize(struct pipe_screen *pscreen, void *nirptr, bool optimize)
{
struct zink_screen *screen = zink_screen(pscreen);
nir_shader *nir = nirptr;
if (!screen->info.feats.features.shaderImageGatherExtended) {
nir_lower_tex_options tex_opts = {};
tex_opts.lower_tg4_offsets = true;
NIR_PASS_V(nir, nir_lower_tex, &tex_opts);
}
NIR_PASS_V(nir, nir_lower_uniforms_to_ubo, 16);
if (nir->info.stage == MESA_SHADER_GEOMETRY)
NIR_PASS_V(nir, nir_lower_gs_intrinsics, nir_lower_gs_intrinsics_per_stream);
optimize_nir(nir);
if (nir->info.num_ubos || nir->info.num_ssbos)
NIR_PASS_V(nir, nir_lower_dynamic_bo_access);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
}
void
zink_shader_free(struct zink_context *ctx, struct zink_shader *shader)
{

View file

@ -98,6 +98,9 @@ struct zink_shader *
zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
const struct pipe_stream_output_info *so_info);
void
zink_shader_finalize(struct pipe_screen *pscreen, void *nirptr, bool optimize);
void
zink_shader_free(struct zink_context *ctx, struct zink_shader *shader);

View file

@ -1463,6 +1463,7 @@ zink_internal_create_screen(const struct pipe_screen_config *config)
screen->base.context_create = zink_context_create;
screen->base.flush_frontbuffer = zink_flush_frontbuffer;
screen->base.destroy = zink_destroy_screen;
screen->base.finalize_nir = zink_shader_finalize;
if (!zink_screen_resource_init(&screen->base))
goto fail;