struct gl_context *ctx = &brw->ctx;
const nir_shader_compiler_options *options =
ctx->Const.ShaderCompilerOptions[stage].NirOptions;
- static const nir_lower_tex_options tex_options = {
- .lower_txp = ~0,
- };
- bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage);
nir_shader *nir;
/* First, lower the GLSL IR or Mesa IR to NIR */
}
nir_validate_shader(nir);
- if (stage == MESA_SHADER_GEOMETRY) {
+ brw_preprocess_nir(nir, brw->intelScreen->devinfo, is_scalar);
+
+ if (shader_prog) {
+ nir_lower_samplers(nir, shader_prog);
+ nir_validate_shader(nir);
+
+ nir_lower_atomics(nir, shader_prog);
+ nir_validate_shader(nir);
+ }
+
+ brw_postprocess_nir(nir, brw->intelScreen->devinfo, is_scalar);
+
+ static GLuint msg_id = 0;
+ _mesa_gl_debug(&brw->ctx, &msg_id,
+ MESA_DEBUG_SOURCE_SHADER_COMPILER,
+ MESA_DEBUG_TYPE_OTHER,
+ MESA_DEBUG_SEVERITY_NOTIFICATION,
+ "%s NIR shader:\n",
+ _mesa_shader_stage_to_abbrev(nir->stage));
+
+ return nir;
+}
+
+void
+brw_preprocess_nir(nir_shader *nir,
+ const struct brw_device_info *devinfo,
+ bool is_scalar)
+{
+ static const nir_lower_tex_options tex_options = {
+ .lower_txp = ~0,
+ };
+
+ if (nir->stage == MESA_SHADER_GEOMETRY) {
nir_lower_gs_intrinsics(nir);
nir_validate_shader(nir);
}
/* Get rid of split copies */
nir_optimize(nir, is_scalar);
+}
+
+void
+brw_postprocess_nir(nir_shader *nir,
+ const struct brw_device_info *devinfo,
+ bool is_scalar)
+{
+ bool debug_enabled =
+ (INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
brw_nir_lower_inputs(nir, is_scalar);
brw_nir_lower_outputs(nir, is_scalar);
nir_remove_dead_variables(nir);
nir_validate_shader(nir);
- if (shader_prog) {
- nir_lower_samplers(nir, shader_prog);
- nir_validate_shader(nir);
- }
-
nir_lower_system_values(nir);
nir_validate_shader(nir);
- if (shader_prog) {
- nir_lower_atomics(nir, shader_prog);
- nir_validate_shader(nir);
- }
-
nir_optimize(nir, is_scalar);
- if (brw->gen >= 6) {
+ if (devinfo->gen >= 6) {
/* Try and fuse multiply-adds */
nir_opt_peephole_ffma(nir);
nir_validate_shader(nir);
}
fprintf(stderr, "NIR (SSA form) for %s shader:\n",
- _mesa_shader_stage_to_string(stage));
+ _mesa_shader_stage_to_string(nir->stage));
nir_print_shader(nir, stderr);
}
* run it last because it stashes data in instr->pass_flags and we don't
* want that to be squashed by other NIR passes.
*/
- if (brw->gen <= 5)
+ if (devinfo->gen <= 5)
brw_nir_analyze_boolean_resolves(nir);
nir_sweep(nir);
if (unlikely(debug_enabled)) {
fprintf(stderr, "NIR (final form) for %s shader:\n",
- _mesa_shader_stage_to_string(stage));
+ _mesa_shader_stage_to_string(nir->stage));
nir_print_shader(nir, stderr);
}
-
- return nir;
}
enum brw_reg_type