From: Jason Ekstrand Date: Fri, 1 Apr 2016 22:39:46 +0000 (-0700) Subject: nir: Move variable_get_io_mask back into gather_info X-Git-Tag: android-x86-6.0-r1~2228^2~69 X-Git-Url: http://git.osdn.net/view?a=commitdiff_plain;h=ebb0bcc11d24835cd0c30a824fa86bd6577e0684;p=android-x86%2Fexternal-mesa.git 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. --- diff --git a/src/compiler/nir/nir.h b/src/compiler/nir/nir.h index d9e0d679c66..8e45cba5a16 100644 --- a/src/compiler/nir/nir.h +++ b/src/compiler/nir/nir.h @@ -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; diff --git a/src/compiler/nir/nir_gather_info.c b/src/compiler/nir/nir_gather_info.c index 8f0abd33ce6..1b519d7139c 100644 --- a/src/compiler/nir/nir_gather_info.c +++ b/src/compiler/nir/nir_gather_info.c @@ -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;