glsl/st: move remaining glsl ir lowering to linker

This is a tidy up but also allows us to drop an additional
validate_ir_tree() call.

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/26628>
This commit is contained in:
Timothy Arceri 2023-12-11 12:35:06 +11:00 committed by Marge Bot
parent f4a8aa653d
commit fe44414662
4 changed files with 13 additions and 32 deletions

View file

@ -3116,7 +3116,19 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (prog->_LinkedShaders[i] == NULL)
continue;
lower_vector_derefs(prog->_LinkedShaders[i]);
struct gl_linked_shader *shader = prog->_LinkedShaders[i];
exec_list *ir = shader->ir;
lower_vector_derefs(shader);
lower_packing_builtins(ir, ctx->Extensions.ARB_shading_language_packing,
ctx->Extensions.ARB_gpu_shader5,
ctx->Const.GLSLHasHalfFloatPacking);
do_mat_op_to_vec(ir);
lower_instructions(ir, ctx->Extensions.ARB_gpu_shader5);
do_vec_index_to_cond_assign(ir);
}
done:

View file

@ -222,7 +222,6 @@ void initialize_context_to_defaults(struct gl_context *ctx, gl_api api)
ctx->Extensions.ARB_shader_stencil_export = true;
ctx->Extensions.ARB_shader_texture_lod = true;
ctx->Extensions.ARB_shading_language_420pack = true;
ctx->Extensions.ARB_shading_language_packing = true;
ctx->Extensions.ARB_tessellation_shader = true;
ctx->Extensions.ARB_texture_cube_map_array = true;
ctx->Extensions.ARB_texture_gather = true;

View file

@ -192,14 +192,6 @@ namespace
fprintf(stderr, "Linker error: %s", whole_program->data->InfoLog);
EXPECT_EQ(whole_program->data->LinkStatus, LINKING_SUCCESS);
for (unsigned i = 0; i < ARRAY_SIZE(whole_program->_LinkedShaders); i++) {
struct gl_linked_shader *sh = whole_program->_LinkedShaders[i];
if (!sh)
continue;
do_mat_op_to_vec(sh->ir);
}
/* Save off the GLSL IR now, since glsl_to_nir() frees it. */
fs_ir = get_fs_ir();

View file

@ -500,28 +500,6 @@ st_link_glsl_to_nir(struct gl_context *ctx,
assert(shader_program->data->LinkStatus);
/* Skip the GLSL steps when using SPIR-V. */
if (!shader_program->data->spirv) {
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (shader_program->_LinkedShaders[i] == NULL)
continue;
struct gl_linked_shader *shader = shader_program->_LinkedShaders[i];
exec_list *ir = shader->ir;
lower_packing_builtins(ir, ctx->Extensions.ARB_shading_language_packing,
ctx->Extensions.ARB_gpu_shader5,
ctx->Const.GLSLHasHalfFloatPacking);
do_mat_op_to_vec(ir);
lower_instructions(ir, ctx->Extensions.ARB_gpu_shader5);
do_vec_index_to_cond_assign(ir);
validate_ir_tree(ir);
}
}
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (shader_program->_LinkedShaders[i])
linked_shader[num_shaders++] = shader_program->_LinkedShaders[i];