shader: drop null checks on the stage input info pointers

This commit is contained in:
nmzik
2026-10-20 03:18:03 +02:00
parent 992a83003d
commit f186b35706
12 changed files with 45 additions and 78 deletions
@@ -233,8 +233,8 @@ std::vector<uint32_t> EmitProgram(IR::Program& program, ShaderStageInputInfo inp
? 2u
: 1u;
DefineModule(state);
ValidateNativeProgram(program, program.stage == ShaderType::Compute &&
input_info.compute != nullptr && input_info.compute->lds_storage);
ValidateNativeProgram(program,
program.stage == ShaderType::Compute && input_info.compute->lds_storage);
EmitProgram(state);
state.builder.AddEntryPoint(ExecutionModelForStage(state.program.stage), state.main_func,
"main", state.interface_variables);
@@ -53,8 +53,7 @@ uint32_t EmitBuiltinU32(EmitterState& state, IR::StageInputKind kind, uint32_t c
const auto bits = state.builder.AllocateId();
state.builder.AddFunction(spv::OpLoad, TypeBool(state), value, variable);
// SPI_BARYC_CNTL.FRONT_FACE_ALL_BITS selects uint masks or float +/-1.
const bool all_bits =
state.input_info.pixel != nullptr && state.input_info.pixel->ps_front_face_all_bits;
const bool all_bits = state.input_info.pixel->ps_front_face_all_bits;
const auto front = ConstantU32(state, all_bits ? 0xffffffffu : 0x3f800000u);
const auto back = ConstantU32(state, all_bits ? 0u : 0xbf800000u);
state.builder.AddFunction(spv::OpSelect, TypeU32(state), bits, value, front, back);
@@ -80,7 +80,7 @@ struct EmitterState {
lds_storage_class = spv::StorageClassWorkgroup;
}
if (program.info.uses_lds && program.stage == ShaderType::Compute &&
input_info.compute != nullptr && input_info.compute->lds_storage) {
input_info.compute->lds_storage) {
lds_storage_class = spv::StorageClassStorageBuffer;
}
}
@@ -169,10 +169,10 @@ uint32_t LdsDwordCount(const EmitterState& state) {
if (const auto* workgroup = ShaderWorkgroupInput(state.program.stage, state.input_info)) {
return workgroup->lds_size_dwords;
}
if (state.program.stage == ShaderType::Pixel && state.input_info.pixel != nullptr) {
if (state.program.stage == ShaderType::Pixel) {
return std::max(state.input_info.pixel->lds_size_dwords, 1u);
}
if (state.program.stage == ShaderType::Vertex && state.input_info.vertex != nullptr) {
if (state.program.stage == ShaderType::Vertex) {
return std::max(state.input_info.vertex->lds_size_dwords, 1u);
}
return FUNCTION_LDS_DWORDS;