nir: Drop "SSA" from NIR language

Everything is SSA now.

   sed -e 's/nir_ssa_def/nir_def/g' \
       -e 's/nir_ssa_undef/nir_undef/g' \
       -e 's/nir_ssa_scalar/nir_scalar/g' \
       -e 's/nir_src_rewrite_ssa/nir_src_rewrite/g' \
       -e 's/nir_gather_ssa_types/nir_gather_types/g' \
       -i $(git grep -l nir | grep -v relnotes)

   git mv src/compiler/nir/nir_gather_ssa_types.c \
          src/compiler/nir/nir_gather_types.c

   ninja -C build/ clang-format
   cd src/compiler/nir && find *.c *.h -type f -exec clang-format -i \{} \;

Signed-off-by: Alyssa Rosenzweig <alyssa@rosenzweig.io>
Acked-by: Faith Ekstrand <faith.ekstrand@collabora.com>
Acked-by: Emma Anholt <emma@anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24585>
This commit is contained in:
Alyssa Rosenzweig
2023-08-12 16:17:15 -04:00
parent 777d336b1f
commit 09d31922de
492 changed files with 10408 additions and 10455 deletions

View File

@@ -42,11 +42,11 @@ struct lower_multiview_state {
uint32_t view_mask;
nir_ssa_def *instance_id;
nir_ssa_def *view_index;
nir_def *instance_id;
nir_def *view_index;
};
static nir_ssa_def *
static nir_def *
build_instance_id(struct lower_multiview_state *state)
{
assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
@@ -68,7 +68,7 @@ build_instance_id(struct lower_multiview_state *state)
return state->instance_id;
}
static nir_ssa_def *
static nir_def *
build_view_index(struct lower_multiview_state *state)
{
assert(state->builder.shader->info.stage != MESA_SHADER_FRAGMENT);
@@ -90,7 +90,7 @@ build_view_index(struct lower_multiview_state *state)
* id is given by instance_id % view_count. We then have to convert
* that to an actual view id.
*/
nir_ssa_def *compacted =
nir_def *compacted =
nir_umod_imm(b, nir_load_instance_id(b),
util_bitcount(state->view_mask));
@@ -109,18 +109,18 @@ build_view_index(struct lower_multiview_state *state)
remap |= (uint64_t)bit << (i++ * 4);
}
nir_ssa_def *shift = nir_imul_imm(b, compacted, 4);
nir_def *shift = nir_imul_imm(b, compacted, 4);
/* One of these days, when we have int64 everywhere, this will be
* easier.
*/
nir_ssa_def *shifted;
nir_def *shifted;
if (remap <= UINT32_MAX) {
shifted = nir_ushr(b, nir_imm_int(b, remap), shift);
} else {
nir_ssa_def *shifted_low =
nir_def *shifted_low =
nir_ushr(b, nir_imm_int(b, remap), shift);
nir_ssa_def *shifted_high =
nir_def *shifted_high =
nir_ushr(b, nir_imm_int(b, remap >> 32),
nir_iadd_imm(b, shift, -32));
shifted = nir_bcsel(b, nir_ilt_imm(b, shift, 32),
@@ -159,7 +159,7 @@ is_load_view_index(const nir_instr *instr, const void *data)
nir_instr_as_intrinsic(instr)->intrinsic == nir_intrinsic_load_view_index;
}
static nir_ssa_def *
static nir_def *
replace_load_view_index_with_zero(struct nir_builder *b,
nir_instr *instr, void *data)
{
@@ -167,7 +167,7 @@ replace_load_view_index_with_zero(struct nir_builder *b,
return nir_imm_zero(b, 1, 32);
}
static nir_ssa_def *
static nir_def *
replace_load_view_index_with_layer_id(struct nir_builder *b,
nir_instr *instr, void *data)
{
@@ -236,7 +236,7 @@ anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask,
load->intrinsic != nir_intrinsic_load_view_index)
continue;
nir_ssa_def *value;
nir_def *value;
if (load->intrinsic == nir_intrinsic_load_instance_id) {
value = build_instance_id(&state);
} else {
@@ -244,7 +244,7 @@ anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask,
value = build_view_index(&state);
}
nir_ssa_def_rewrite_uses(&load->dest.ssa, value);
nir_def_rewrite_uses(&load->dest.ssa, value);
nir_instr_remove(&load->instr);
}
@@ -254,7 +254,7 @@ anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask,
* available in the VS. If it's not a fragment shader, we need to pass
* the view index on to the next stage.
*/
nir_ssa_def *view_index = build_view_index(&state);
nir_def *view_index = build_view_index(&state);
nir_builder *b = &state.builder;