static bool
is_color_output(lower_state *state, nir_variable *out)
{
- switch (state->shader->stage) {
+ switch (state->shader->info.stage) {
case MESA_SHADER_VERTEX:
case MESA_SHADER_GEOMETRY:
+ case MESA_SHADER_TESS_EVAL:
switch (out->data.location) {
case VARYING_SLOT_COL0:
case VARYING_SLOT_COL1:
}
break;
case MESA_SHADER_FRAGMENT:
- switch (out->data.location) {
- case FRAG_RESULT_COLOR:
- return true;
- default:
- return false;
- }
- break;
+ return (out->data.location == FRAG_RESULT_COLOR ||
+ out->data.location >= FRAG_RESULT_DATA0);
default:
return false;
}
}
-static void
+static bool
lower_intrinsic(lower_state *state, nir_intrinsic_instr *intr)
{
nir_variable *out = NULL;
nir_ssa_def *s;
switch (intr->intrinsic) {
- case nir_intrinsic_store_var:
- out = intr->variables[0]->var;
+ case nir_intrinsic_store_deref:
+ out = nir_deref_instr_get_variable(nir_src_as_deref(intr->src[0]));
break;
case nir_intrinsic_store_output:
/* already had i/o lowered.. lookup the matching output var: */
assume(out);
break;
default:
- return;
+ return false;
}
if (out->data.mode != nir_var_shader_out)
- return;
+ return false;
if (is_color_output(state, out)) {
b->cursor = nir_before_instr(&intr->instr);
- s = nir_ssa_for_src(b, intr->src[0], intr->num_components);
+ int src = intr->intrinsic == nir_intrinsic_store_deref ? 1 : 0;
+ s = nir_ssa_for_src(b, intr->src[src], intr->num_components);
s = nir_fsat(b, s);
- nir_instr_rewrite_src(&intr->instr, &intr->src[0], nir_src_for_ssa(s));
+ nir_instr_rewrite_src(&intr->instr, &intr->src[src], nir_src_for_ssa(s));
}
+
+ return true;
}
static bool
lower_block(lower_state *state, nir_block *block)
{
+ bool progress = false;
+
nir_foreach_instr_safe(instr, block) {
if (instr->type == nir_instr_type_intrinsic)
- lower_intrinsic(state, nir_instr_as_intrinsic(instr));
+ progress |= lower_intrinsic(state, nir_instr_as_intrinsic(instr));
}
- return true;
+ return progress;
}
-static void
+
+static bool
lower_impl(lower_state *state, nir_function_impl *impl)
{
nir_builder_init(&state->b, impl);
+ bool progress = false;
nir_foreach_block(block, impl) {
- lower_block(state, block);
+ progress |= lower_block(state, block);
}
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
+
+ return progress;
}
-void nir_lower_clamp_color_outputs(nir_shader *shader)
+bool
+nir_lower_clamp_color_outputs(nir_shader *shader)
{
+ bool progress = false;
lower_state state = {
.shader = shader,
};
nir_foreach_function(function, shader) {
if (function->impl)
- lower_impl(&state, function->impl);
+ progress |= lower_impl(&state, function->impl);
}
+
+ return progress;
}