nir: Generalize the "is per-vertex variable?" helpers and export them.

I want this function for nir_gather_info(), and realized it's basically
the same as the ones in nir_lower_io().

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
This commit is contained in:
Kenneth Graunke
2016-09-25 22:19:07 -07:00
committed by Timothy Arceri
parent 561f2208bd
commit ad9d4a4f8d
2 changed files with 17 additions and 18 deletions

View File

@@ -2337,6 +2337,8 @@ void nir_lower_io(nir_shader *shader,
nir_src *nir_get_io_offset_src(nir_intrinsic_instr *instr);
nir_src *nir_get_io_vertex_index_src(nir_intrinsic_instr *instr);
bool nir_is_per_vertex_io(nir_variable *var, gl_shader_stage stage);
void nir_lower_io_types(nir_shader *shader);
void nir_lower_vars_to_ssa(nir_shader *shader);

View File

@@ -65,26 +65,24 @@ nir_assign_var_locations(struct exec_list *var_list, unsigned *size,
}
/**
* Returns true if we're processing a stage whose inputs are arrays indexed
* by a vertex number (such as geometry shader inputs).
* Return true if the given variable is a per-vertex input/output array.
* (such as geometry shader inputs).
*/
static bool
is_per_vertex_input(struct lower_io_state *state, nir_variable *var)
bool
nir_is_per_vertex_io(nir_variable *var, gl_shader_stage stage)
{
gl_shader_stage stage = state->builder.shader->stage;
if (var->data.patch || !glsl_type_is_array(var->type))
return false;
return var->data.mode == nir_var_shader_in && !var->data.patch &&
(stage == MESA_SHADER_TESS_CTRL ||
stage == MESA_SHADER_TESS_EVAL ||
stage == MESA_SHADER_GEOMETRY);
}
if (var->data.mode == nir_var_shader_in)
return stage == MESA_SHADER_GEOMETRY ||
stage == MESA_SHADER_TESS_CTRL ||
stage == MESA_SHADER_TESS_EVAL;
static bool
is_per_vertex_output(struct lower_io_state *state, nir_variable *var)
{
gl_shader_stage stage = state->builder.shader->stage;
return var->data.mode == nir_var_shader_out && !var->data.patch &&
stage == MESA_SHADER_TESS_CTRL;
if (var->data.mode == nir_var_shader_out)
return stage == MESA_SHADER_TESS_CTRL;
return false;
}
static nir_ssa_def *
@@ -396,8 +394,7 @@ nir_lower_io_block(nir_block *block,
b->cursor = nir_before_instr(instr);
const bool per_vertex =
is_per_vertex_input(state, var) || is_per_vertex_output(state, var);
const bool per_vertex = nir_is_per_vertex_io(var, b->shader->stage);
nir_ssa_def *offset;
nir_ssa_def *vertex_index = NULL;