* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
nir_instr_type type;
struct nir_block *block;
+ /** generic instruction index. */
+ unsigned index;
+
/* A temporary for optimization and analysis passes to use for storing
* flags. For instance, DCE uses this to store the "dead/live" info.
*/
return dest;
}
-void nir_src_copy(nir_src *dest, const nir_src *src, void *mem_ctx);
-void nir_dest_copy(nir_dest *dest, const nir_dest *src, void *mem_ctx);
+void nir_src_copy(nir_src *dest, const nir_src *src, void *instr_or_if);
+void nir_dest_copy(nir_dest *dest, const nir_dest *src, nir_instr *instr);
typedef struct {
nir_src src;
unsigned write_mask : 4; /* ignored if dest.is_ssa is true */
} nir_alu_dest;
-void nir_alu_src_copy(nir_alu_src *dest, const nir_alu_src *src, void *mem_ctx);
-void nir_alu_dest_copy(nir_alu_dest *dest, const nir_alu_dest *src,
- void *mem_ctx);
-
typedef enum {
nir_type_invalid = 0, /* Not a valid type */
nir_type_float,
nir_alu_src src[];
} nir_alu_instr;
+void nir_alu_src_copy(nir_alu_src *dest, const nir_alu_src *src,
+ nir_alu_instr *instr);
+void nir_alu_dest_copy(nir_alu_dest *dest, const nir_alu_dest *src,
+ nir_alu_instr *instr);
+
/* is this source channel used? */
static inline bool
nir_alu_instr_channel_used(nir_alu_instr *instr, unsigned src, unsigned channel)
/* lower {slt,sge,seq,sne} to {flt,fge,feq,fne} + b2f: */
bool lower_scmp;
+ /* Does the native fdot instruction replicate its result for four
+ * components? If so, then opt_algebraic_late will turn all fdotN
+ * instructions into fdot_replicatedN instructions.
+ */
+ bool fdot_replicates;
+
+ /** lowers ffract to fsub+ffloor: */
+ bool lower_ffract;
+
/**
* Does the driver support real 32-bit integers? (Otherwise, integers
* are simulated by floats.)
} nir_shader_compiler_options;
typedef struct nir_shader {
- /** hash table of name -> uniform nir_variable */
+ /** list of uniforms (nir_variable) */
struct exec_list uniforms;
- /** hash table of name -> input nir_variable */
+ /** list of inputs (nir_variable) */
struct exec_list inputs;
- /** hash table of name -> output nir_variable */
+ /** list of outputs (nir_variable) */
struct exec_list outputs;
/** Set of driver-specific options for the shader.
*/
const struct nir_shader_compiler_options *options;
- /** list of global variables in the shader */
+ /** list of global variables in the shader (nir_variable) */
struct exec_list globals;
- /** list of system value variables in the shader */
+ /** list of system value variables in the shader (nir_variable) */
struct exec_list system_values;
struct exec_list functions; /** < list of nir_function */
/** The shader stage, such as MESA_SHADER_VERTEX. */
gl_shader_stage stage;
+
+ struct {
+ /** The maximum number of vertices the geometry shader might write. */
+ unsigned vertices_out;
+
+ /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
+ unsigned invocations;
+ } gs;
} nir_shader;
#define nir_foreach_overload(shader, overload) \
void nir_instr_rewrite_src(nir_instr *instr, nir_src *src, nir_src new_src);
void nir_instr_move_src(nir_instr *dest_instr, nir_src *dest, nir_src *src);
void nir_if_rewrite_condition(nir_if *if_stmt, nir_src new_src);
+void nir_instr_rewrite_dest(nir_instr *instr, nir_dest *dest,
+ nir_dest new_dest);
void nir_ssa_dest_init(nir_instr *instr, nir_dest *dest,
unsigned num_components, const char *name);
void nir_ssa_def_init(nir_instr *instr, nir_ssa_def *def,
unsigned num_components, const char *name);
-void nir_ssa_def_rewrite_uses(nir_ssa_def *def, nir_src new_src, void *mem_ctx);
+void nir_ssa_def_rewrite_uses(nir_ssa_def *def, nir_src new_src);
/* visits basic blocks in source-code order */
typedef bool (*nir_foreach_block_cb)(nir_block *block, void *state);
void nir_index_local_regs(nir_function_impl *impl);
void nir_index_global_regs(nir_shader *shader);
void nir_index_ssa_defs(nir_function_impl *impl);
+unsigned nir_index_instrs(nir_function_impl *impl);
void nir_index_blocks(nir_function_impl *impl);
void nir_remove_dead_variables(nir_shader *shader);
+void nir_move_vec_src_uses_to_dest(nir_shader *shader);
void nir_lower_vec_to_movs(nir_shader *shader);
void nir_lower_alu_to_scalar(nir_shader *shader);
void nir_lower_load_const_to_scalar(nir_shader *shader);
const struct gl_shader_program *shader_program);
void nir_lower_system_values(nir_shader *shader);
-void nir_lower_tex_projector(nir_shader *shader);
+
+typedef struct nir_lower_tex_options {
+ /**
+ * bitmask of (1 << GLSL_SAMPLER_DIM_x) to control for which
+ * sampler types a texture projector is lowered.
+ */
+ unsigned lower_txp;
+
+ /**
+ * If true, lower rect textures to 2D, using txs to fetch the
+ * texture dimensions and dividing the texture coords by the
+ * texture dims to normalize.
+ */
+ bool lower_rect;
+} nir_lower_tex_options;
+
+void nir_lower_tex(nir_shader *shader,
+ const nir_lower_tex_options *options);
+
void nir_lower_idiv(nir_shader *shader);
+void nir_lower_clip_vs(nir_shader *shader, unsigned ucp_enables);
+void nir_lower_clip_fs(nir_shader *shader, unsigned ucp_enables);
+
void nir_lower_atomics(nir_shader *shader);
void nir_lower_to_source_mods(nir_shader *shader);