nir: Add a nir_foreach_variable macro

This is a common enough operation that it's nice to not have to think about
the arguments to foreach_list_typed every time.

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Jason Ekstrand
2015-10-02 18:15:06 -07:00
parent ca941799ce
commit 050e4787d3
7 changed files with 21 additions and 18 deletions

View File

@@ -365,6 +365,9 @@ typedef struct {
const struct glsl_type *interface_type;
} nir_variable;
#define nir_foreach_variable(var, var_list) \
foreach_list_typed(nir_variable, var, node, var_list)
typedef struct {
struct exec_node node;

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@@ -218,7 +218,7 @@ nir_lower_clip_vs(nir_shader *shader, unsigned ucp_enables)
return;
/* find clipvertex/position outputs: */
foreach_list_typed(nir_variable, var, node, &shader->outputs) {
nir_foreach_variable(var, &shader->outputs) {
int loc = var->data.driver_location;
/* keep track of last used driver-location.. we'll be
@@ -310,7 +310,7 @@ nir_lower_clip_fs(nir_shader *shader, unsigned ucp_enables)
if (!ucp_enables)
return;
foreach_list_typed(nir_variable, var, node, &shader->inputs) {
nir_foreach_variable(var, &shader->inputs) {
int loc = var->data.driver_location;
/* keep track of last used driver-location.. we'll be

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@@ -47,7 +47,7 @@ nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
{
unsigned location = 0;
foreach_list_typed(nir_variable, var, node, var_list) {
nir_foreach_variable(var, var_list) {
/*
* UBO's have their own address spaces, so don't count them towards the
* number of global uniforms

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@@ -84,7 +84,7 @@ nir_lower_outputs_to_temporaries(nir_shader *shader)
/* Walk over all of the outputs turn each output into a temporary and
* make a new variable for the actual output.
*/
foreach_list_typed(nir_variable, var, node, &state.old_outputs) {
nir_foreach_variable(var, &state.old_outputs) {
nir_variable *output = ralloc(shader, nir_variable);
memcpy(output, var, sizeof *output);

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@@ -83,7 +83,7 @@ setup_inputs(lower_2side_state *state)
int maxloc = -1;
/* find color/face inputs: */
foreach_list_typed(nir_variable, var, node, &state->shader->inputs) {
nir_foreach_variable(var, &state->shader->inputs) {
int loc = var->data.driver_location;
/* keep track of last used driver-location.. we'll be

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@@ -453,7 +453,7 @@ print_intrinsic_instr(nir_intrinsic_instr *instr, print_state *state)
return;
}
foreach_list_typed(nir_variable, var, node, var_list) {
nir_foreach_variable(var, var_list) {
if ((var->data.driver_location == instr->const_index[0]) &&
var->name) {
fprintf(fp, "\t/* %s */", var->name);
@@ -872,7 +872,7 @@ print_function_impl(nir_function_impl *impl, print_state *state)
fprintf(fp, "{\n");
foreach_list_typed(nir_variable, var, node, &impl->locals) {
nir_foreach_variable(var, &impl->locals) {
fprintf(fp, "\t");
print_var_decl(var, state);
}
@@ -970,23 +970,23 @@ nir_print_shader(nir_shader *shader, FILE *fp)
fprintf(fp, "shader: %s\n", gl_shader_stage_name(shader->stage));
foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
nir_foreach_variable(var, &shader->uniforms) {
print_var_decl(var, &state);
}
foreach_list_typed(nir_variable, var, node, &shader->inputs) {
nir_foreach_variable(var, &shader->inputs) {
print_var_decl(var, &state);
}
foreach_list_typed(nir_variable, var, node, &shader->outputs) {
nir_foreach_variable(var, &shader->outputs) {
print_var_decl(var, &state);
}
foreach_list_typed(nir_variable, var, node, &shader->globals) {
nir_foreach_variable(var, &shader->globals) {
print_var_decl(var, &state);
}
foreach_list_typed(nir_variable, var, node, &shader->system_values) {
nir_foreach_variable(var, &shader->system_values) {
print_var_decl(var, &state);
}

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@@ -934,7 +934,7 @@ validate_function_impl(nir_function_impl *impl, validate_state *state)
state->parent_node = &impl->cf_node;
exec_list_validate(&impl->locals);
foreach_list_typed(nir_variable, var, node, &impl->locals) {
nir_foreach_variable(var, &impl->locals) {
validate_var_decl(var, false, state);
}
@@ -1016,27 +1016,27 @@ nir_validate_shader(nir_shader *shader)
state.shader = shader;
exec_list_validate(&shader->uniforms);
foreach_list_typed(nir_variable, var, node, &shader->uniforms) {
nir_foreach_variable(var, &shader->uniforms) {
validate_var_decl(var, true, &state);
}
exec_list_validate(&shader->inputs);
foreach_list_typed(nir_variable, var, node, &shader->inputs) {
nir_foreach_variable(var, &shader->inputs) {
validate_var_decl(var, true, &state);
}
exec_list_validate(&shader->outputs);
foreach_list_typed(nir_variable, var, node, &shader->outputs) {
nir_foreach_variable(var, &shader->outputs) {
validate_var_decl(var, true, &state);
}
exec_list_validate(&shader->globals);
foreach_list_typed(nir_variable, var, node, &shader->globals) {
nir_foreach_variable(var, &shader->globals) {
validate_var_decl(var, true, &state);
}
exec_list_validate(&shader->system_values);
foreach_list_typed(nir_variable, var, node, &shader->system_values) {
nir_foreach_variable(var, &shader->system_values) {
validate_var_decl(var, true, &state);
}