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.
This commit is contained in:
Eric Anholt 2018-09-18 10:34:11 -07:00
parent fc85f7cfdc
commit 17c8198952
2 changed files with 20 additions and 1 deletions

View File

@ -585,6 +585,12 @@ vir_compile_init(const struct v3d_compiler *compiler,
return c;
}
static int
type_size_vec4(const struct glsl_type *type)
{
return glsl_count_attribute_slots(type, false);
}
static void
v3d_lower_nir(struct v3d_compile *c)
{
@ -713,6 +719,16 @@ uint64_t *v3d_compile_vs(const struct v3d_compiler *compiler,
c->vs_key = key;
/* Split our input vars and dead code eliminate the unused
* components.
*/
NIR_PASS_V(c->s, nir_lower_io_to_scalar_early, nir_var_shader_in);
v3d_optimize_nir(c->s);
NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in);
NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in,
type_size_vec4,
(nir_lower_io_options)0);
v3d_lower_nir(c);
if (key->clamp_color)

View File

@ -210,7 +210,10 @@ v3d_shader_state_create(struct pipe_context *pctx,
so->was_tgsi = true;
}
NIR_PASS_V(s, nir_lower_io, nir_var_all & ~nir_var_uniform,
nir_variable_mode lower_mode = nir_var_all & ~nir_var_uniform;
if (s->info.stage == MESA_SHADER_VERTEX)
lower_mode &= ~nir_var_shader_in;
NIR_PASS_V(s, nir_lower_io, lower_mode,
type_size,
(nir_lower_io_options)0);