intel/blorp: Remove NIR support for uniforms

Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
Reviewed-by: Topi Pohjolainen <topi.pohjolainen@intel.com>
This commit is contained in:
Jason Ekstrand 2016-10-21 12:01:37 -07:00
parent 99b436ae5c
commit 570a0e844b
1 changed files with 1 additions and 23 deletions

View File

@ -155,16 +155,6 @@ brw_blorp_init_wm_prog_key(struct brw_wm_prog_key *wm_key)
wm_key->tex.swizzles[i] = SWIZZLE_XYZW;
}
static int
nir_uniform_type_size(const struct glsl_type *type)
{
/* Only very basic types are allowed */
assert(glsl_type_is_vector_or_scalar(type));
assert(glsl_get_bit_size(type) == 32);
return glsl_get_vector_elements(type) * 4;
}
const unsigned *
blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
struct nir_shader *nir,
@ -180,6 +170,7 @@ blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
memset(wm_prog_data, 0, sizeof(*wm_prog_data));
assert(exec_list_is_empty(&nir->uniforms));
wm_prog_data->base.nr_params = 0;
wm_prog_data->base.param = NULL;
@ -191,19 +182,6 @@ blorp_compile_fs(struct blorp_context *blorp, void *mem_ctx,
nir_remove_dead_variables(nir, nir_var_shader_in);
nir_shader_gather_info(nir, nir_shader_get_entrypoint(nir));
/* Uniforms are required to be lowered before going into compile_fs. For
* BLORP, we'll assume that whoever builds the shader sets the location
* they want so we just need to lower them and figure out how many we have
* in total.
*/
nir->num_uniforms = 0;
nir_foreach_variable(var, &nir->uniforms) {
var->data.driver_location = var->data.location;
unsigned end = var->data.location + nir_uniform_type_size(var->type);
nir->num_uniforms = MAX2(nir->num_uniforms, end);
}
nir_lower_io(nir, nir_var_uniform, nir_uniform_type_size, 0);
const unsigned *program =
brw_compile_fs(compiler, blorp->driver_ctx, mem_ctx, wm_key,
wm_prog_data, nir, NULL, -1, -1, false, use_repclear,