st/glsl_to_nir: gather next_stage in shader_info

Reviewed-by: Marek Olšák <marek.olsak@amd.com>
This commit is contained in:
Timothy Arceri 2018-02-26 20:40:38 +11:00
parent 2f175bfe5d
commit 2ca5d9548f
2 changed files with 20 additions and 0 deletions

View File

@ -64,6 +64,11 @@ typedef struct shader_info {
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage;
/** The shader stage in a non SSO linked program that follows this stage,
* such as MESA_SHADER_FRAGMENT.
*/
gl_shader_stage next_stage;
/* Number of textures used by this shader */
unsigned num_textures;
/* Number of uniform buffers used by this shader */

View File

@ -362,6 +362,21 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
nir_shader *nir = glsl_to_nir(shader_program, stage, options);
/* Set the next shader stage hint for VS and TES. */
if (!nir->info.separate_shader &&
(nir->info.stage == MESA_SHADER_VERTEX ||
nir->info.stage == MESA_SHADER_TESS_EVAL)) {
unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
unsigned stages_mask =
~prev_stages & shader_program->data->linked_stages;
nir->info.next_stage = stages_mask ?
(gl_shader_stage) ffs(stages_mask) : MESA_SHADER_FRAGMENT;
} else {
nir->info.next_stage = MESA_SHADER_FRAGMENT;
}
nir_variable_mode mask =
(nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
nir_remove_dead_variables(nir, mask);