v3d: Only call nir_lower_io on shader_in/out

Gallium drivers should never see nir_var_uniform because gallium lowers
regular uniforms to a UBO.  No GL driver should ever see either
nir_var_mem_shared because that's lowered in GLSL IR.

Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5418>
This commit is contained in:
Jason Ekstrand 2020-06-10 18:02:39 -05:00 committed by Marge Bot
parent 96d99f2ecc
commit 23b7094829
1 changed files with 5 additions and 7 deletions

View File

@ -306,14 +306,12 @@ v3d_uncompiled_shader_create(struct pipe_context *pctx,
s = tgsi_to_nir(ir, pctx->screen, false);
}
nir_variable_mode lower_mode = nir_var_all & ~nir_var_uniform;
if (s->info.stage == MESA_SHADER_VERTEX ||
s->info.stage == MESA_SHADER_GEOMETRY) {
lower_mode &= ~(nir_var_shader_in | nir_var_shader_out);
if (s->info.stage != MESA_SHADER_VERTEX &&
s->info.stage != MESA_SHADER_GEOMETRY) {
NIR_PASS_V(s, nir_lower_io,
nir_var_shader_in | nir_var_shader_out,
type_size, (nir_lower_io_options)0);
}
NIR_PASS_V(s, nir_lower_io, lower_mode,
type_size,
(nir_lower_io_options)0);
NIR_PASS_V(s, nir_lower_regs_to_ssa);
NIR_PASS_V(s, nir_normalize_cubemap_coords);