Taken from nir_lower_samplers. Sampler arrays don't work though, this is
just to avoid an assert fail in ir3.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Fixes ir3 compiler failure failure in
dEQP-VK.renderpass.dedicated_allocation.formats.r8g8b8a8_unorm.clear.clear_draw
(now just a rendering failure where the subpass clear isn't happening)
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Avoids getting a "load_output" in a case like this:
gl_Position = ubuf.MVP * ubuf.position[gl_VertexIndex];
frag_pos = gl_Position.xyz;
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Eric Anholt <eric@anholt.net>
Lower these to something compatible with ir3, and save the descriptor set
and binding information.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Acked-by: Eric Anholt <eric@anholt.net>
ir3 segfaults if nonbinning is NULL for the bininng pass shader.
Signed-off-by: Jonathan Marek <jonathan@marek.ca>
Reviewed-by: Kristian H. Kristensen <hoegsberg@google.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Intel drivers are not using this anymore, and turnip still don't have
Compute Shaders, so won't make a difference to stop using this option.
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Acked-by: Rob Clark <robdclark@chromium.org>
spirv_to_nir() returned the nir_function corresponding to the
entrypoint, as a way to identify it. There's now a bool is_entrypoint
in nir_function and also a helper function to get the entry_point from
a nir_shader.
The return type reflects better what the function name suggests. It
also helps drivers avoid the mistake of reusing internal shader
references after running NIR_PASS on it. When using NIR_TEST_CLONE or
NIR_TEST_SERIALIZE, those would be invalidated right in the first pass
executed.
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
Replace its uses with nir_shader_get_entrypoint(), and change the
helper function to return nir_shader *.
This is a preparation to change spirv_to_nir() return type.
Reviewed-by: Rob Clark <robdclark@gmail.com>
Reviewed-by: Bas Nieuwenhuizen <bas@basnieuwenhuizen.nl>
For a6xx, we construct/emit a single VS const state used for both
binning pass and draw pass. So far we were mostly getting lucky that
there were not (obvious) mismatches between the const_state (like
different lowered immediates) between the binning and draw pass
VS ir3_shader_variant.
And I guess this situation will come up more as GS and tess is added
into the equation.
Since really everything about the const state is not specific to the
variant, move this. The main exception is lowered immediates, but these
are the last to appear in the layout, and it doesn't hurt for each new
shader variant to just append any immed's it lowers to the end of the
immediate state.
Signed-off-by: Rob Clark <robdclark@chromium.org>
They are really part of the constant state, and it will moving things
from ir3_shader_variant to ir3_shader if we combine them.
Signed-off-by: Rob Clark <robdclark@chromium.org>
This lowering isn't needed for RADV because AMDGCN has two
instructions. It will be disabled for RADV in an upcoming series.
While we are at it, factorize a little bit.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
Save SPIR-V in tu_shader_module. Tranlation to NIR happens in
tu_shader_create, and compilation to binary code happens in
tu_shader_compile. Both will be called during pipeline creation.