v3d: Use nir_lower_io_to_scalar_early to DCE unused VS input components.
This lets us trim unused trailing components in the vertex attributes, reducing the size of our VPM allocations.
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@ -585,6 +585,12 @@ vir_compile_init(const struct v3d_compiler *compiler,
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return c;
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}
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static int
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type_size_vec4(const struct glsl_type *type)
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{
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return glsl_count_attribute_slots(type, false);
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}
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static void
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v3d_lower_nir(struct v3d_compile *c)
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{
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@ -713,6 +719,16 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
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c->vs_key = key;
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/* Split our input vars and dead code eliminate the unused
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* components.
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*/
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NIR_PASS_V(c->s, nir_lower_io_to_scalar_early, nir_var_shader_in);
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v3d_optimize_nir(c->s);
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NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in);
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NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in,
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type_size_vec4,
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(nir_lower_io_options)0);
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v3d_lower_nir(c);
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if (key->clamp_color)
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@ -210,7 +210,10 @@ v3d_shader_state_create(struct pipe_context *pctx,
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so->was_tgsi = true;
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}
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NIR_PASS_V(s, nir_lower_io, nir_var_all & ~nir_var_uniform,
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nir_variable_mode lower_mode = nir_var_all & ~nir_var_uniform;
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if (s->info.stage == MESA_SHADER_VERTEX)
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lower_mode &= ~nir_var_shader_in;
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NIR_PASS_V(s, nir_lower_io, lower_mode,
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type_size,
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(nir_lower_io_options)0);
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