radv: do not pass all compiler options to the shader info pass
authorSamuel Pitoiset <samuel.pitoiset@gmail.com>
Tue, 3 Sep 2019 07:49:14 +0000 (09:49 +0200)
committerSamuel Pitoiset <samuel.pitoiset@gmail.com>
Tue, 10 Sep 2019 07:26:42 +0000 (09:26 +0200)
Only the pipeline layout and the shader keys are needed.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
src/amd/vulkan/radv_nir_to_llvm.c
src/amd/vulkan/radv_private.h
src/amd/vulkan/radv_shader_info.c

index 1b77bd70eec227b1c6ba2d1641820b1bf4281c33..916f43924c51f2609a5caf25e9666323aa63f372 100644 (file)
@@ -4148,7 +4148,8 @@ LLVMModuleRef ac_translate_nir_to_llvm(struct ac_llvm_compiler *ac_llvm,
        radv_nir_shader_info_init(shader_info);
 
        for(int i = 0; i < shader_count; ++i)
-               radv_nir_shader_info_pass(shaders[i], options, shader_info);
+               radv_nir_shader_info_pass(shaders[i], options->layout,
+                                         &options->key, shader_info);
 
        for (i = 0; i < MAX_SETS; i++)
                shader_info->user_sgprs_locs.descriptor_sets[i].sgpr_idx = -1;
@@ -4591,7 +4592,8 @@ radv_compile_gs_copy_shader(struct ac_llvm_compiler *ac_llvm,
        ctx.stage = MESA_SHADER_VERTEX;
        ctx.shader = geom_shader;
 
-       radv_nir_shader_info_pass(geom_shader, options, shader_info);
+       radv_nir_shader_info_pass(geom_shader, options->layout, &options->key,
+                                 shader_info);
 
        create_function(&ctx, MESA_SHADER_VERTEX, false, MESA_SHADER_VERTEX);
 
index a9c0fc6a97b80c61e69221d097193dcb472e85b0..bf62ccc9c1d8bfbed8acb34e037da67b7ef03721 100644 (file)
@@ -2129,9 +2129,11 @@ unsigned radv_nir_get_max_workgroup_size(enum chip_class chip_class,
 
 /* radv_shader_info.h */
 struct radv_shader_info;
+struct radv_shader_variant_key;
 
 void radv_nir_shader_info_pass(const struct nir_shader *nir,
-                              const struct radv_nir_compiler_options *options,
+                              const struct radv_pipeline_layout *layout,
+                              const struct radv_shader_variant_key *key,
                               struct radv_shader_info *info);
 
 void radv_nir_shader_info_init(struct radv_shader_info *info);
index 1ff429e63fd7c5a8c85d626f098a484cda55f444..b839d20f1e05ed0500dc9b2f5d326060ffeead7c 100644 (file)
@@ -377,7 +377,7 @@ gather_info_block(const nir_shader *nir, const nir_block *block,
 static void
 gather_info_input_decl_vs(const nir_shader *nir, const nir_variable *var,
                          struct radv_shader_info *info,
-                         const struct radv_nir_compiler_options *options)
+                         const struct radv_shader_variant_key *key)
 {
        unsigned attrib_count = glsl_count_attribute_slots(var->type, true);
        int idx = var->data.location;
@@ -388,7 +388,7 @@ gather_info_input_decl_vs(const nir_shader *nir, const nir_variable *var,
        for (unsigned i = 0; i < attrib_count; ++i) {
                unsigned attrib_index = var->data.location + i - VERT_ATTRIB_GENERIC0;
 
-               if (options->key.vs.instance_rate_inputs & (1u << attrib_index))
+               if (key->vs.instance_rate_inputs & (1u << attrib_index))
                        info->vs.needs_instance_id = true;
        }
 }
@@ -466,11 +466,11 @@ gather_info_input_decl_ps(const nir_shader *nir, const nir_variable *var,
 static void
 gather_info_input_decl(const nir_shader *nir, const nir_variable *var,
                       struct radv_shader_info *info,
-                      const struct radv_nir_compiler_options *options)
+                      const struct radv_shader_variant_key *key)
 {
        switch (nir->info.stage) {
        case MESA_SHADER_VERTEX:
-               gather_info_input_decl_vs(nir, var, info, options);
+               gather_info_input_decl_vs(nir, var, info, key);
                break;
        case MESA_SHADER_FRAGMENT:
                gather_info_input_decl_ps(nir, var, info);
@@ -531,7 +531,7 @@ gather_info_output_decl_gs(const nir_shader *nir, const nir_variable *var,
 static void
 gather_info_output_decl(const nir_shader *nir, const nir_variable *var,
                        struct radv_shader_info *info,
-                       const struct radv_nir_compiler_options *options)
+                       const struct radv_shader_variant_key *key)
 {
        struct radv_vs_output_info *vs_info = NULL;
 
@@ -540,11 +540,11 @@ gather_info_output_decl(const nir_shader *nir, const nir_variable *var,
                gather_info_output_decl_ps(nir, var, info);
                break;
        case MESA_SHADER_VERTEX:
-               if (!options->key.vs_common_out.as_ls &&
-                   !options->key.vs_common_out.as_es)
+               if (!key->vs_common_out.as_ls &&
+                   !key->vs_common_out.as_es)
                        vs_info = &info->vs.outinfo;
 
-               if (options->key.vs_common_out.as_ls)
+               if (key->vs_common_out.as_ls)
                        gather_info_output_decl_ls(nir, var, info);
                break;
        case MESA_SHADER_GEOMETRY:
@@ -552,7 +552,7 @@ gather_info_output_decl(const nir_shader *nir, const nir_variable *var,
                gather_info_output_decl_gs(nir, var, info);
                break;
        case MESA_SHADER_TESS_EVAL:
-               if (!options->key.vs_common_out.as_es)
+               if (!key->vs_common_out.as_es)
                        vs_info = &info->tes.outinfo;
                break;
        default:
@@ -626,27 +626,28 @@ radv_nir_shader_info_init(struct radv_shader_info *info)
 
 void
 radv_nir_shader_info_pass(const struct nir_shader *nir,
-                         const struct radv_nir_compiler_options *options,
+                         const struct radv_pipeline_layout *layout,
+                         const struct radv_shader_variant_key *key,
                          struct radv_shader_info *info)
 {
        struct nir_function *func =
                (struct nir_function *)exec_list_get_head_const(&nir->functions);
 
-       if (options->layout && options->layout->dynamic_offset_count &&
-           (options->layout->dynamic_shader_stages & mesa_to_vk_shader_stage(nir->info.stage))) {
+       if (layout && layout->dynamic_offset_count &&
+           (layout->dynamic_shader_stages & mesa_to_vk_shader_stage(nir->info.stage))) {
                info->loads_push_constants = true;
                info->loads_dynamic_offsets = true;
        }
 
        nir_foreach_variable(variable, &nir->inputs)
-               gather_info_input_decl(nir, variable, info, options);
+               gather_info_input_decl(nir, variable, info, key);
 
        nir_foreach_block(block, func->impl) {
                gather_info_block(nir, block, info);
        }
 
        nir_foreach_variable(variable, &nir->outputs)
-               gather_info_output_decl(nir, variable, info, options);
+               gather_info_output_decl(nir, variable, info, key);
 
        if (nir->info.stage == MESA_SHADER_VERTEX ||
            nir->info.stage == MESA_SHADER_TESS_EVAL ||
@@ -654,7 +655,7 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
                gather_xfb_info(nir, info);
 
        /* Make sure to export the LayerID if the fragment shader needs it. */
-       if (options->key.vs_common_out.export_layer_id) {
+       if (key->vs_common_out.export_layer_id) {
                switch (nir->info.stage) {
                case MESA_SHADER_VERTEX:
                        info->vs.output_usage_mask[VARYING_SLOT_LAYER] |= 0x1;
@@ -671,7 +672,7 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
        }
 
        /* Make sure to export the LayerID if the subpass has multiviews. */
-       if (options->key.has_multiview_view_index) {
+       if (key->has_multiview_view_index) {
                switch (nir->info.stage) {
                case MESA_SHADER_VERTEX:
                        info->vs.outinfo.writes_layer = true;
@@ -688,7 +689,7 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
        }
 
        /* Make sure to export the PrimitiveID if the fragment shader needs it. */
-       if (options->key.vs_common_out.export_prim_id) {
+       if (key->vs_common_out.export_prim_id) {
                switch (nir->info.stage) {
                case MESA_SHADER_VERTEX:
                        info->vs.outinfo.export_prim_id = true;
@@ -728,18 +729,18 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
                 info->tes.spacing = nir->info.tess.spacing;
                 info->tes.ccw = nir->info.tess.ccw;
                 info->tes.point_mode = nir->info.tess.point_mode;
-                info->tes.as_es = options->key.vs_common_out.as_es;
-                info->tes.export_prim_id = options->key.vs_common_out.export_prim_id;
-                info->is_ngg = options->key.vs_common_out.as_ngg;
+                info->tes.as_es = key->vs_common_out.as_es;
+                info->tes.export_prim_id = key->vs_common_out.export_prim_id;
+                info->is_ngg = key->vs_common_out.as_ngg;
                 break;
         case MESA_SHADER_TESS_CTRL:
                 info->tcs.tcs_vertices_out = nir->info.tess.tcs_vertices_out;
                 break;
         case MESA_SHADER_VERTEX:
-                info->vs.as_es = options->key.vs_common_out.as_es;
-                info->vs.as_ls = options->key.vs_common_out.as_ls;
-                info->vs.export_prim_id = options->key.vs_common_out.export_prim_id;
-                info->is_ngg = options->key.vs_common_out.as_ngg;
+                info->vs.as_es = key->vs_common_out.as_es;
+                info->vs.as_ls = key->vs_common_out.as_ls;
+                info->vs.export_prim_id = key->vs_common_out.export_prim_id;
+                info->is_ngg = key->vs_common_out.as_ngg;
                 break;
         default:
                 break;
@@ -757,7 +758,7 @@ radv_nir_shader_info_pass(const struct nir_shader *nir,
        /* Compute the ESGS item size for VS or TES as ES. */
        if ((nir->info.stage == MESA_SHADER_VERTEX ||
             nir->info.stage == MESA_SHADER_TESS_EVAL) &&
-           options->key.vs_common_out.as_es) {
+           key->vs_common_out.as_es) {
                struct radv_es_output_info *es_info =
                        nir->info.stage == MESA_SHADER_VERTEX ? &info->vs.es_info : &info->tes.es_info;
                uint32_t max_output_written = 0;