driconf, glsl: Add a vs_position_always_invariant option
authorKenneth Graunke <kenneth@whitecape.org>
Fri, 22 Nov 2019 00:11:15 +0000 (16:11 -0800)
committerKenneth Graunke <kenneth@whitecape.org>
Wed, 27 Nov 2019 18:48:04 +0000 (18:48 +0000)
commit9b577f2a887968483b88b629673d3f9904a179ff
tree22e850fb65785eb90dd4f10b27b7ced3dffb97c3
parent424d5e4e11d16c789cf4a724d6b8aa3d77223ec4
driconf, glsl: Add a vs_position_always_invariant option

Many applications use multi-pass rendering and require their vertex
shader position to be computed the same way each time.  Optimizations
may consider, say, fusing a multiply-add based on global usage of an
expression in a shader.  But a second shader with the same expression
may have different code, causing that optimization to make the other
choice the second time around.

The correct solution is for applications to mark their VS outputs
'invariant', indicating they need multiple shaders to compute that
output in the same manner.  However, most applications fail to do so.

So, we add a new driconf option - vs_position_always_invariant - which
forces the gl_Position output in vertex shaders to be marked invariant.

Fixes: 7025dbe794b ("nir: Skip emitting no-op movs from the builder.")
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
src/compiler/glsl/builtin_variables.cpp
src/gallium/auxiliary/pipe-loader/driinfo_gallium.h
src/gallium/include/state_tracker/st_api.h
src/gallium/state_trackers/dri/dri_screen.c
src/mesa/drivers/dri/i965/intel_screen.c
src/mesa/main/mtypes.h
src/mesa/state_tracker/st_context.c
src/util/xmlpool/t_options.h