load->num_components = 4;
nir_intrinsic_set_base(load, in->data.driver_location);
load->src[0] = nir_src_for_ssa(nir_imm_int(b, 0));
- nir_ssa_dest_init(&load->instr, &load->dest, 4, NULL);
+ nir_ssa_dest_init(&load->instr, &load->dest, 4, 32, NULL);
nir_builder_instr_insert(b, &load->instr);
val[0] = nir_channel(b, &load->dest.ssa, 0);
val[3] = nir_channel(b, &load->dest.ssa, 3);
}
-struct find_output_state
-{
- unsigned drvloc;
- nir_ssa_def *def;
-};
-
-static bool
-find_output_in_block(nir_block *block, void *void_state)
+static nir_ssa_def *
+find_output_in_block(nir_block *block, unsigned drvloc)
{
- struct find_output_state *state = void_state;
- nir_foreach_instr(block, instr) {
+ nir_foreach_instr(instr, block) {
if (instr->type == nir_instr_type_intrinsic) {
nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
if ((intr->intrinsic == nir_intrinsic_store_output) &&
- nir_intrinsic_base(intr) == state->drvloc) {
- assert(state->def == NULL);
+ nir_intrinsic_base(intr) == drvloc) {
assert(intr->src[0].is_ssa);
assert(nir_src_as_const_value(intr->src[1]));
- state->def = intr->src[0].ssa;
-
-#if !defined(DEBUG)
- /* for debug builds, scan entire shader to assert
- * if output is written multiple times. For release
- * builds just assume all is well and bail when we
- * find first:
- */
- return false;
-#endif
+ return intr->src[0].ssa;
}
}
}
- return true;
+ return NULL;
}
/* TODO: maybe this would be a useful helper?
static nir_ssa_def *
find_output(nir_shader *shader, unsigned drvloc)
{
- struct find_output_state state = {
- .drvloc = drvloc,
- };
-
- nir_foreach_function(shader, function) {
+ nir_ssa_def *def = NULL;
+ nir_foreach_function(function, shader) {
if (function->impl) {
- nir_foreach_block_reverse(function->impl,
- find_output_in_block, &state);
+ nir_foreach_block_reverse(block, function->impl) {
+ nir_ssa_def *new_def = find_output_in_block(block, drvloc);
+ assert(!(new_def && def));
+ def = new_def;
+#if !defined(DEBUG)
+ /* for debug builds, scan entire shader to assert
+ * if output is written multiple times. For release
+ * builds just assume all is well and bail when we
+ * find first:
+ */
+ if (def)
+ break;
+#endif
+ }
}
}
- return state.def;
+ return def;
}
/*
out[1] =
create_clipdist_var(shader, ++maxloc, true, VARYING_SLOT_CLIP_DIST1);
- nir_foreach_function(shader, function) {
+ nir_foreach_function(function, shader) {
if (!strcmp(function->name, "main"))
lower_clip_vs(function->impl, ucp_enables, cv, out);
}
nir_intrinsic_discard_if);
discard->src[0] = nir_src_for_ssa(cond);
nir_builder_instr_insert(&b, &discard->instr);
+
+ b.shader->info->fs.uses_discard = true;
}
}
}
create_clipdist_var(shader, ++maxloc, false,
VARYING_SLOT_CLIP_DIST1);
- nir_foreach_function(shader, function) {
+ nir_foreach_function(function, shader) {
if (!strcmp(function->name, "main"))
lower_clip_fs(function->impl, ucp_enables, in);
}