This solves a case where a NIR geometry shader was storing the output in
a non-constant:
vec4 32 ssa_1 = load_const (0xc0800000 /* -4.000000 */, 0xc1100000 /* -9.000000 */, 0x40400000 /* 3.000000 */, 0x40e00000 /* 7.000000 */)
vec1 32 ssa_7 = load_const (0x00000000 /* 0.000000 */)
vec1 32 ssa_8 = load_const (0x00000001 /* 0.000000 */)
vec1 32 ssa_9 = iadd ssa_7, ssa_8
vec1 32 ssa_19 = mov ssa_1.x
intrinsic store_output (ssa_19, ssa_9) (1, 1, 0, 160, 288) /* base=1 */ /* wrmask=x */ /* component=0 */ /* src_type=float32 */ /* location=32 slots=2 gs_streams(x=0 y=0 z=0 w=0) */
When lowering the VPM output we check if the destination (ssa_9 in this
case) is a constant to add to the VPM offset. We run a constant folding
optimization in an earlier VS lowering, and we should do the same for
GS.
This fixes multiple dEQP-VK.pipeline.interface_matching.* failures.
Signed-off-by: Juan A. Suarez Romero <jasuarez@igalia.com>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/13884>
NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
type_size_vec4,
(nir_lower_io_options)0);
- /* clean up nir_lower_io's deref_var remains */
+ /* clean up nir_lower_io's deref_var remains and do a constant folding pass
+ * on the code it generated.
+ */
NIR_PASS_V(c->s, nir_opt_dce);
+ NIR_PASS_V(c->s, nir_opt_constant_folding);
}
static void