st/glsl_to_nir: gather next_stage in shader_info
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
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@ -64,6 +64,11 @@ typedef struct shader_info {
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/** The shader stage, such as MESA_SHADER_VERTEX. */
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gl_shader_stage stage;
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/** The shader stage in a non SSO linked program that follows this stage,
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* such as MESA_SHADER_FRAGMENT.
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*/
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gl_shader_stage next_stage;
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/* Number of textures used by this shader */
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unsigned num_textures;
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/* Number of uniform buffers used by this shader */
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@ -362,6 +362,21 @@ st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
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nir_shader *nir = glsl_to_nir(shader_program, stage, options);
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/* Set the next shader stage hint for VS and TES. */
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if (!nir->info.separate_shader &&
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(nir->info.stage == MESA_SHADER_VERTEX ||
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nir->info.stage == MESA_SHADER_TESS_EVAL)) {
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unsigned prev_stages = (1 << (prog->info.stage + 1)) - 1;
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unsigned stages_mask =
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~prev_stages & shader_program->data->linked_stages;
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nir->info.next_stage = stages_mask ?
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(gl_shader_stage) ffs(stages_mask) : MESA_SHADER_FRAGMENT;
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} else {
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nir->info.next_stage = MESA_SHADER_FRAGMENT;
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}
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nir_variable_mode mask =
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(nir_variable_mode) (nir_var_shader_in | nir_var_shader_out);
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nir_remove_dead_variables(nir, mask);
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