* ssa_2 = fadd(ssa_1.x, ssa_1.y)
*
* While this is "worse" because it adds a bunch of unneeded dependencies, it
- * actually makes it much easier for vec4-based backends to coalesce the MOV's
+ * actually makes it much easier for vec4-based backends to coalesce the MOVs
* that result from the vec4 operation because it doesn't have to worry about
* quite as many reads.
*/
}
static bool
-move_vec_src_uses_to_dest_block(nir_block *block, void *shader)
+move_vec_src_uses_to_dest_block(nir_block *block)
{
- nir_foreach_instr(block, instr) {
+ bool progress = false;
+
+ nir_foreach_instr(instr, block) {
if (instr->type != nir_instr_type_alu)
continue;
if (vec->src[j].src.ssa != vec->src[i].src.ssa)
continue;
- /* Mark the given chanle as having been handled */
+ /* Mark the given channel as having been handled */
srcs_remaining &= ~(1 << j);
- /* Mark the appropreate channel as coming from src j */
+ /* Mark the appropriate channel as coming from src j */
swizzle[vec->src[j].swizzle[0]] = j;
}
- nir_foreach_use_safe(vec->src[i].src.ssa, use) {
+ nir_foreach_use_safe(use, vec->src[i].src.ssa) {
if (use->parent_instr == &vec->instr)
continue;
continue;
use_alu_src->swizzle[j] = swizzle[use_alu_src->swizzle[j]];
+ progress = true;
}
}
}
}
- return true;
+ return progress;
}
-static void
+static bool
nir_move_vec_src_uses_to_dest_impl(nir_shader *shader, nir_function_impl *impl)
{
+ bool progress = false;
+
nir_metadata_require(impl, nir_metadata_dominance);
nir_index_instrs(impl);
- nir_foreach_block_call(impl, move_vec_src_uses_to_dest_block, shader);
+
+ nir_foreach_block(block, impl) {
+ progress |= move_vec_src_uses_to_dest_block(block);
+ }
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
+
+ return progress;
}
-void
+bool
nir_move_vec_src_uses_to_dest(nir_shader *shader)
{
- nir_foreach_function(shader, function) {
+ bool progress = false;
+
+ nir_foreach_function(function, shader) {
if (function->impl)
- nir_move_vec_src_uses_to_dest_impl(shader, function->impl);
+ progress |= nir_move_vec_src_uses_to_dest_impl(shader,
+ function->impl);
}
+
+ return progress;
}