nir: Move variable_get_io_mask back into gather_info

It used to be in nir_gather_info.c until I moved it out to nir.h so it
could be re-used with some linking code that never got merged.  We'll move
it back out if and when we have real code to share it with.
This commit is contained in:
Jason Ekstrand
2016-04-01 15:39:46 -07:00
parent 95106f6bfb
commit ebb0bcc11d
2 changed files with 31 additions and 31 deletions
-28
View File
@@ -348,34 +348,6 @@ nir_variable_is_global(const nir_variable *var)
return var->data.mode != nir_var_local && var->data.mode != nir_var_param;
}
/**
* Returns the bits in the inputs_read, outputs_written, or
* system_values_read bitfield corresponding to this variable.
*/
static inline uint64_t
nir_variable_get_io_mask(nir_variable *var, gl_shader_stage stage)
{
assert(var->data.mode == nir_var_shader_in ||
var->data.mode == nir_var_shader_out ||
var->data.mode == nir_var_system_value);
assert(var->data.location >= 0);
const struct glsl_type *var_type = var->type;
if (stage == MESA_SHADER_GEOMETRY && var->data.mode == nir_var_shader_in) {
/* Most geometry shader inputs are per-vertex arrays */
if (var->data.location >= VARYING_SLOT_VAR0)
assert(glsl_type_is_array(var_type));
if (glsl_type_is_array(var_type))
var_type = glsl_get_array_element(var_type);
}
bool is_vertex_input = (var->data.mode == nir_var_shader_in &&
stage == MESA_SHADER_VERTEX);
unsigned slots = glsl_count_attribute_slots(var_type, is_vertex_input);
return ((1ull << slots) - 1) << var->data.location;
}
typedef struct nir_register {
struct exec_node node;
+31 -3
View File
@@ -89,21 +89,49 @@ gather_info_block(nir_block *block, void *shader)
return true;
}
/**
* Returns the bits in the inputs_read, outputs_written, or
* system_values_read bitfield corresponding to this variable.
*/
static inline uint64_t
get_io_mask(nir_variable *var, gl_shader_stage stage)
{
assert(var->data.mode == nir_var_shader_in ||
var->data.mode == nir_var_shader_out ||
var->data.mode == nir_var_system_value);
assert(var->data.location >= 0);
const struct glsl_type *var_type = var->type;
if (stage == MESA_SHADER_GEOMETRY && var->data.mode == nir_var_shader_in) {
/* Most geometry shader inputs are per-vertex arrays */
if (var->data.location >= VARYING_SLOT_VAR0)
assert(glsl_type_is_array(var_type));
if (glsl_type_is_array(var_type))
var_type = glsl_get_array_element(var_type);
}
bool is_vertex_input = (var->data.mode == nir_var_shader_in &&
stage == MESA_SHADER_VERTEX);
unsigned slots = glsl_count_attribute_slots(var_type, is_vertex_input);
return ((1ull << slots) - 1) << var->data.location;
}
void
nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
{
shader->info.inputs_read = 0;
foreach_list_typed(nir_variable, var, node, &shader->inputs)
shader->info.inputs_read |= nir_variable_get_io_mask(var, shader->stage);
shader->info.inputs_read |= get_io_mask(var, shader->stage);
/* TODO: Some day we may need to add stream support to NIR */
shader->info.outputs_written = 0;
foreach_list_typed(nir_variable, var, node, &shader->outputs)
shader->info.outputs_written |= nir_variable_get_io_mask(var, shader->stage);
shader->info.outputs_written |= get_io_mask(var, shader->stage);
shader->info.system_values_read = 0;
foreach_list_typed(nir_variable, var, node, &shader->system_values)
shader->info.system_values_read |= nir_variable_get_io_mask(var, shader->stage);
shader->info.system_values_read |= get_io_mask(var, shader->stage);
shader->info.num_textures = 0;
shader->info.num_images = 0;