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authorJason Ekstrand <[email protected]>2016-04-01 15:39:46 -0700
committerJason Ekstrand <[email protected]>2016-04-01 15:39:48 -0700
commitebb0bcc11d24835cd0c30a824fa86bd6577e0684 (patch)
tree4dfa0128ca20921b88935288da83cbcd681c2b2a /src
parent95106f6bfbbb87b702e4bbba98e2eaea71924cd9 (diff)
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.
Diffstat (limited to 'src')
-rw-r--r--src/compiler/nir/nir.h28
-rw-r--r--src/compiler/nir/nir_gather_info.c34
2 files changed, 31 insertions, 31 deletions
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;