radeonsi: add tcs_vgpr_only_inputs parameter to si_get_nir_shader

Will be used later.

Acked-by: Pierre-Eric Pelloux-Prayer <pierre-eric.pelloux-prayer@amd.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Signed-off-by: Qiang Yu <yuq825@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/16418>
This commit is contained in:
Qiang Yu 2022-05-08 22:10:58 +08:00 committed by Marge Bot
parent 47dd3525fb
commit 87dfff3e6b
4 changed files with 10 additions and 6 deletions

View File

@ -1492,7 +1492,8 @@ static bool si_nir_kill_outputs(nir_shader *nir, const union si_shader_key *key)
struct nir_shader *si_get_nir_shader(struct si_shader_selector *sel,
const union si_shader_key *key,
bool *free_nir)
bool *free_nir,
uint64_t tcs_vgpr_only_inputs)
{
nir_shader *nir;
*free_nir = false;
@ -1683,7 +1684,7 @@ bool si_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *compi
{
struct si_shader_selector *sel = shader->selector;
bool free_nir;
struct nir_shader *nir = si_get_nir_shader(sel, &shader->key, &free_nir);
struct nir_shader *nir = si_get_nir_shader(sel, &shader->key, &free_nir, 0);
/* Assign param export indices. */
if ((sel->stage == MESA_SHADER_VERTEX ||

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@ -176,7 +176,8 @@ void si_get_vs_prolog_key(const struct si_shader_info *info, unsigned num_input_
struct si_shader *shader_out, union si_shader_part_key *key);
struct nir_shader *si_get_nir_shader(struct si_shader_selector *sel,
const union si_shader_key *key,
bool *free_nir);
bool *free_nir,
uint64_t tcs_vgpr_only_inputs);
void si_get_tcs_epilog_key(struct si_shader *shader, union si_shader_part_key *key);
bool si_need_ps_prolog(const union si_shader_part_key *key);
void si_get_ps_prolog_key(struct si_shader *shader, union si_shader_part_key *key,

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@ -1253,7 +1253,8 @@ bool si_llvm_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *
shader_ls.key.ge.opt.inline_uniforms = false; /* only TCS can inline uniforms */
shader_ls.is_monolithic = true;
nir = si_get_nir_shader(ls, &shader_ls.key, &free_nir);
nir = si_get_nir_shader(ls, &shader_ls.key, &free_nir,
sel->info.tcs_vgpr_only_inputs);
si_update_shader_binary_info(shader, nir);
if (!si_llvm_translate_nir(&ctx, &shader_ls, nir, free_nir, false)) {
@ -1313,7 +1314,7 @@ bool si_llvm_compile_shader(struct si_screen *sscreen, struct ac_llvm_compiler *
shader_es.key.ge.opt.kill_outputs = 0;
shader_es.is_monolithic = true;
nir = si_get_nir_shader(es, &shader_es.key, &free_nir);
nir = si_get_nir_shader(es, &shader_es.key, &free_nir, 0);
si_update_shader_binary_info(shader, nir);
if (!si_llvm_translate_nir(&ctx, &shader_es, nir, free_nir, false)) {

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@ -663,7 +663,8 @@ static bool si_check_blend_dst_sampler_noop(struct si_context *sctx)
bool free_nir;
if (unlikely(sel->info.writes_1_if_tex_is_1 == 0xff)) {
struct nir_shader *nir = si_get_nir_shader(sel, &sctx->shader.ps.key, &free_nir);
struct nir_shader *nir =
si_get_nir_shader(sel, &sctx->shader.ps.key, &free_nir, 0);
/* Determine if this fragment shader always writes vec4(1) if a specific texture
* is all 1s.