do_vec_index_to_cond_assign(shader->ir);
lower_vector_insert(shader->ir, true);
lower_offset_arrays(shader->ir);
- lower_noise(shader->ir);
lower_quadop_vector(shader->ir, false);
validate_ir_tree(shader->ir);
compiler->scalar_stage[stage]);
}
+ /* TODO: Verify if its feasible to split up the NIR linking work into a
+ * per-stage part (that fill out information we need for the passes) and a
+ * actual linking part, so that we could fold back brw_nir_lower_resources
+ * back into brw_create_nir.
+ */
+
/* SPIR-V programs use a NIR linker */
if (shProg->data->spirv) {
- if (!gl_nir_link_uniforms(ctx, shProg))
- return false;
-
- gl_nir_link_assign_atomic_counter_resources(ctx, shProg);
- gl_nir_link_assign_xfb_resources(ctx, shProg);
+ static const gl_nir_linker_options opts = {
+ .fill_parameters = false,
+ };
+ if (!gl_nir_link_spirv(ctx, shProg, &opts))
+ return GL_FALSE;
}
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_program *prog = shader->Program;
+ brw_nir_lower_resources(prog->nir, shProg, prog, &brw->screen->devinfo);
+
NIR_PASS_V(prog->nir, brw_nir_lower_gl_images, prog);
}
continue;
brw_nir_link_shaders(compiler,
- &shProg->_LinkedShaders[i]->Program->nir,
- &shProg->_LinkedShaders[next]->Program->nir);
+ shProg->_LinkedShaders[i]->Program->nir,
+ shProg->_LinkedShaders[next]->Program->nir);
next = i;
}
}
brw_shader_gather_info(prog->nir, prog);
- NIR_PASS_V(prog->nir, gl_nir_lower_samplers, shProg);
- prog->info.textures_used = prog->nir->info.textures_used;
- prog->info.textures_used_by_txf = prog->nir->info.textures_used_by_txf;
NIR_PASS_V(prog->nir, gl_nir_lower_atomics, shProg, false);
- NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo,
- prog->nir->info.num_abos);
+ NIR_PASS_V(prog->nir, nir_lower_atomics_to_ssbo);
nir_sweep(prog->nir);
}
if (brw->precompile && !brw_shader_precompile(ctx, shProg))
- return false;
+ return GL_FALSE;
/* SPIR-V programs build its resource list from linked NIR shaders. */
if (!shProg->data->spirv)
- build_program_resource_list(ctx, shProg);
+ build_program_resource_list(ctx, shProg, false);
else
- nir_build_program_resource_list(ctx, shProg);
+ nir_build_program_resource_list(ctx, shProg, true);
for (stage = 0; stage < ARRAY_SIZE(shProg->_LinkedShaders); stage++) {
struct gl_linked_shader *shader = shProg->_LinkedShaders[stage];
shader->ir = NULL;
}
- return true;
+ return GL_TRUE;
}