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zink: run nir_lower_dynamic_bo_access
this fixes up most cases of dynamic bo loading Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8314>
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1 changed files with 4 additions and 0 deletions
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@ -416,6 +416,8 @@ lower_baseinstance(nir_shader *shader)
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return nir_shader_instructions_pass(shader, lower_baseinstance_instr, nir_metadata_dominance, NULL);
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return nir_shader_instructions_pass(shader, lower_baseinstance_instr, nir_metadata_dominance, NULL);
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}
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}
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bool nir_lower_dynamic_bo_access(nir_shader *shader);
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struct zink_shader *
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struct zink_shader *
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zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
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zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
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const struct pipe_stream_output_info *so_info)
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const struct pipe_stream_output_info *so_info)
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@ -449,6 +451,8 @@ zink_shader_create(struct zink_screen *screen, struct nir_shader *nir,
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NIR_PASS_V(nir, lower_discard_if);
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NIR_PASS_V(nir, lower_discard_if);
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NIR_PASS_V(nir, nir_lower_fragcolor);
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NIR_PASS_V(nir, nir_lower_fragcolor);
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NIR_PASS_V(nir, lower_64bit_vertex_attribs);
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NIR_PASS_V(nir, lower_64bit_vertex_attribs);
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if (nir->info.num_ubos || nir->info.num_ssbos)
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NIR_PASS_V(nir, nir_lower_dynamic_bo_access);
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NIR_PASS_V(nir, nir_convert_from_ssa, true);
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NIR_PASS_V(nir, nir_convert_from_ssa, true);
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if (zink_debug & ZINK_DEBUG_NIR) {
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if (zink_debug & ZINK_DEBUG_NIR) {
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