void
 setup_vs_variables(isel_context *ctx, nir_shader *nir)
 {
-   nir_foreach_variable(variable, &nir->inputs)
+   nir_foreach_shader_in_variable(variable, nir)
    {
       variable->data.driver_location = variable->data.location * 4;
    }
-   nir_foreach_variable(variable, &nir->outputs)
+   nir_foreach_shader_out_variable(variable, nir)
    {
       if (ctx->stage == vertex_vs || ctx->stage == ngg_vertex_gs)
          variable->data.driver_location = variable->data.location * 4;
    if (ctx->stage == vertex_geometry_gs || ctx->stage == tess_eval_geometry_gs)
       ctx->program->config->lds_size = ctx->program->info->gs_ring_info.lds_size; /* Already in units of the alloc granularity */
 
-   nir_foreach_variable(variable, &nir->outputs) {
+   nir_foreach_shader_out_variable(variable, nir) {
       variable->data.driver_location = variable->data.location * 4;
    }
 
 void
 setup_tcs_variables(isel_context *ctx, nir_shader *nir)
 {
-   nir_foreach_variable(variable, &nir->outputs) {
+   nir_foreach_shader_out_variable(variable, nir) {
       assert(variable->data.location >= 0 && variable->data.location <= UINT8_MAX);
 
       if (variable->data.location == VARYING_SLOT_TESS_LEVEL_OUTER)
    ctx->tcs_num_patches = ctx->args->options->key.tes.num_patches;
    ctx->tcs_num_outputs = ctx->program->info->tes.num_linked_inputs;
 
-   nir_foreach_variable(variable, &nir->outputs) {
+   nir_foreach_shader_out_variable(variable, nir) {
       if (ctx->stage == tess_eval_vs || ctx->stage == ngg_tess_eval_gs)
          variable->data.driver_location = variable->data.location * 4;
    }
 {
    switch (nir->info.stage) {
    case MESA_SHADER_FRAGMENT: {
-      nir_foreach_variable(variable, &nir->outputs)
+      nir_foreach_shader_out_variable(variable, nir)
       {
          int idx = variable->data.location + variable->data.index;
          variable->data.driver_location = idx * 4;
 
 
        ctx.main_function = LLVMGetBasicBlockParent(LLVMGetInsertBlock(ctx.ac.builder));
 
-       nir_foreach_variable(variable, &nir->outputs)
+       nir_foreach_shader_out_variable(variable, nir)
                ac_handle_shader_output_decl(&ctx.ac, ctx.abi, nir, variable,
                                             ctx.stage);
 
 
 static void
 handle_vs_inputs(struct radv_shader_context *ctx,
                  struct nir_shader *nir) {
-       nir_foreach_variable(variable, &nir->inputs)
+       nir_foreach_shader_in_variable(variable, nir)
                handle_vs_input_decl(ctx, variable);
 }
 
 {
        bool uses_center = false;
        bool uses_centroid = false;
-       nir_foreach_variable(variable, &nir->inputs) {
+       nir_foreach_shader_in_variable(variable, nir) {
                if (glsl_get_base_type(glsl_without_array(variable->type)) != GLSL_TYPE_FLOAT ||
                    variable->data.sample)
                        continue;
                        ac_emit_barrier(&ctx.ac, ctx.stage);
                }
 
-               nir_foreach_variable(variable, &shaders[i]->outputs)
+               nir_foreach_shader_out_variable(variable, shaders[i])
                        scan_shader_output_decl(&ctx, variable, shaders[i], shaders[i]->info.stage);
 
                ac_setup_rings(&ctx);
 
        ac_setup_rings(&ctx);
 
-       nir_foreach_variable(variable, &geom_shader->outputs) {
+       nir_foreach_shader_out_variable(variable, geom_shader) {
                scan_shader_output_decl(&ctx, variable, geom_shader, MESA_SHADER_VERTEX);
                ac_handle_shader_output_decl(&ctx.ac, &ctx.abi, geom_shader,
                                             variable, MESA_SHADER_VERTEX);
 
 static nir_variable *
 find_layer_in_var(nir_shader *nir)
 {
-       nir_foreach_variable(var, &nir->inputs) {
+       nir_foreach_shader_in_variable(var, nir) {
                if (var->data.location == VARYING_SLOT_LAYER) {
                        return var;
                }
 
                info->loads_dynamic_offsets = true;
        }
 
-       nir_foreach_variable(variable, &nir->inputs)
+       nir_foreach_shader_in_variable(variable, nir)
                gather_info_input_decl(nir, variable, info, key);
 
        nir_foreach_block(block, func->impl) {
                gather_info_block(nir, block, info);
        }
 
-       nir_foreach_variable(variable, &nir->outputs)
+       nir_foreach_shader_out_variable(variable, nir)
                gather_info_output_decl(nir, variable, info, key);
 
        if (nir->info.stage == MESA_SHADER_VERTEX ||
 
          * from the start of the attribute to the number of components we
          * declare we need in c->vattr_sizes[].
          */
-        nir_foreach_variable(var, &c->s->inputs) {
+        nir_foreach_shader_in_variable(var, c->s) {
                 /* No VS attribute array support. */
                 assert(MAX2(glsl_get_length(var->type), 1) == 1);
 
 static bool
 program_reads_point_coord(struct v3d_compile *c)
 {
-        nir_foreach_variable(var, &c->s->inputs) {
+        nir_foreach_shader_in_variable(var, c->s) {
                 if (util_varying_is_point_coord(var->data.location,
                                                 c->fs_key->point_sprite_mask)) {
                         return true;
                            nir_variable ***vars)
 {
         *num_entries = 0;
-        nir_foreach_variable(var, &c->s->inputs)
+        nir_foreach_shader_in_variable(var, c->s)
                 (*num_entries)++;
 
         *vars = ralloc_array(c, nir_variable *, *num_entries);
 
         unsigned i = 0;
-        nir_foreach_variable(var, &c->s->inputs)
+        nir_foreach_shader_in_variable(var, c->s)
                 (*vars)[i++] = var;
 
         /* Sort the variables so that we emit the input setup in
         if (c->s->info.stage != MESA_SHADER_FRAGMENT)
                 return;
 
-        nir_foreach_variable(var, &c->s->outputs) {
+        nir_foreach_shader_out_variable(var, c->s) {
                 unsigned array_len = MAX2(glsl_get_length(var->type), 1);
                 unsigned loc = var->data.driver_location * 4;
 
 
         nir_ssa_def *src = nir_ssa_for_src(b, intr->src[0],
                                            intr->num_components);
         nir_variable *var = NULL;
-        nir_foreach_variable(scan_var, &c->s->outputs) {
+        nir_foreach_shader_out_variable(scan_var, c->s) {
                 int components = scan_var->data.compact ?
                         glsl_get_length(scan_var->type) :
                         glsl_get_components(scan_var->type);
 v3d_nir_lower_io_update_output_var_base(struct v3d_compile *c,
                                         struct v3d_nir_lower_io_state *state)
 {
-        nir_foreach_variable_safe(var, &c->s->outputs) {
+        nir_foreach_shader_out_variable_safe(var, c->s) {
                 if (var->data.location == VARYING_SLOT_POS &&
                     state->pos_vpm_offset != -1) {
                         var->data.driver_location = state->pos_vpm_offset;
 
                 if (intr->intrinsic != nir_intrinsic_store_output)
                         continue;
 
-                nir_foreach_variable(var, &c->s->outputs) {
+                nir_foreach_shader_out_variable(var, c->s) {
                         const int driver_loc = var->data.driver_location;
                         if (driver_loc != nir_intrinsic_base(intr))
                                 continue;
 
 static void
 v3d_fixup_fs_output_types(struct v3d_compile *c)
 {
-        nir_foreach_variable(var, &c->s->outputs) {
+        nir_foreach_shader_out_variable(var, c->s) {
                 uint32_t mask = 0;
 
                 switch (var->data.location) {
 
    assert(shader->info.stage == MESA_SHADER_VERTEX);
 
    *dual_slot = 0;
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
       if (glsl_type_is_dual_slot(glsl_without_array(var->type))) {
          unsigned slots = glsl_count_attribute_slots(var->type, true);
          *dual_slot |= BITFIELD64_MASK(slots) << var->data.location;
       }
    }
 
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
       var->data.location +=
          util_bitcount64(*dual_slot & BITFIELD64_MASK(var->data.location));
    }
 
 #define nir_foreach_variable_safe(var, var_list) \
    foreach_list_typed_safe(nir_variable, var, node, var_list)
 
+#define nir_foreach_shader_in_variable(var, shader) \
+   nir_foreach_variable(var, &(shader)->inputs)
+
+#define nir_foreach_shader_in_variable_safe(var, shader) \
+   nir_foreach_variable_safe(var, &(shader)->inputs)
+
+#define nir_foreach_shader_out_variable(var, shader) \
+   nir_foreach_variable(var, &(shader)->outputs)
+
+#define nir_foreach_shader_out_variable_safe(var, shader) \
+   nir_foreach_variable_safe(var, &(shader)->outputs)
+
 static inline bool
 nir_variable_is_global(const nir_variable *var)
 {
 
    unsigned num_outputs = 0;
    unsigned num_varyings = 0;
    nir_xfb_varyings_info *varyings_info = NULL;
-   nir_foreach_variable(var, &shader->outputs) {
+   nir_foreach_shader_out_variable(var, shader) {
       if (var->data.explicit_xfb_buffer) {
          num_outputs += glsl_count_attribute_slots(var->type, false);
          num_varyings += glsl_varying_count(var->type);
    }
 
    /* Walk the list of outputs and add them to the array */
-   nir_foreach_variable(var, &shader->outputs) {
+   nir_foreach_shader_out_variable(var, shader) {
       if (!var->data.explicit_xfb_buffer)
          continue;
 
 
    uint64_t read[4] = { 0 }, written[4] = { 0 };
    uint64_t patches_read[4] = { 0 }, patches_written[4] = { 0 };
 
-   nir_foreach_variable(var, &producer->outputs) {
+   nir_foreach_shader_out_variable(var, producer) {
       for (unsigned i = 0; i < get_num_components(var); i++) {
          if (var->data.patch) {
             patches_written[var->data.location_frac + i] |=
       }
    }
 
-   nir_foreach_variable(var, &consumer->inputs) {
+   nir_foreach_shader_in_variable(var, consumer) {
       for (unsigned i = 0; i < get_num_components(var); i++) {
          if (var->data.patch) {
             patches_read[var->data.location_frac + i] |=
    /* Count the number of varying that can be packed and create a mapping
     * of those varyings to the array we will pass to qsort.
     */
-   nir_foreach_variable(var, &producer->outputs) {
+   nir_foreach_shader_out_variable(var, producer) {
 
       /* Only remap things that aren't builtins. */
       if (var->data.location >= VARYING_SLOT_VAR0 &&
 {
    nir_variable *input_vars[MAX_VARYING] = { 0 };
 
-   nir_foreach_variable(var, &consumer->inputs) {
+   nir_foreach_shader_in_variable(var, consumer) {
       if (var->data.location >= VARYING_SLOT_VAR0 &&
           var->data.location - VARYING_SLOT_VAR0 < MAX_VARYING) {
 
       }
    }
 
-   nir_foreach_variable(var, &producer->outputs) {
+   nir_foreach_shader_out_variable(var, producer) {
       if (var->data.location >= VARYING_SLOT_VAR0 &&
           var->data.location - VARYING_SLOT_VAR0 < MAX_VARYING) {
 
 static nir_variable *
 get_matching_input_var(nir_shader *consumer, nir_variable *out_var)
 {
-   nir_foreach_variable(var, &consumer->inputs) {
+   nir_foreach_shader_in_variable(var, consumer) {
       if (does_varying_match(out_var, var))
          return var;
    }
    uint64_t producer_output_mask = 0;
    uint64_t producer_patch_output_mask = 0;
 
-   nir_foreach_variable(variable, &producer->outputs) {
+   nir_foreach_shader_out_variable(variable, producer) {
       uint64_t mask = get_linked_variable_io_mask(variable, producer->info.stage);
       uint64_t loc = get_linked_variable_location(variable->data.location, variable->data.patch);
 
    uint64_t consumer_input_mask = 0;
    uint64_t consumer_patch_input_mask = 0;
 
-   nir_foreach_variable(variable, &consumer->inputs) {
+   nir_foreach_shader_in_variable(variable, consumer) {
       uint64_t mask = get_linked_variable_io_mask(variable, consumer->info.stage);
       uint64_t loc = get_linked_variable_location(variable->data.location, variable->data.patch);
 
    uint64_t io_mask = producer_output_mask | consumer_input_mask;
    uint64_t patch_io_mask = producer_patch_output_mask | consumer_patch_input_mask;
 
-   nir_foreach_variable(variable, &producer->outputs) {
+   nir_foreach_shader_out_variable(variable, producer) {
       uint64_t loc = get_linked_variable_location(variable->data.location, variable->data.patch);
 
       if (variable->data.patch)
          variable->data.driver_location = util_bitcount64(io_mask & u_bit_consecutive64(0, loc)) * 4;
    }
 
-   nir_foreach_variable(variable, &consumer->inputs) {
+   nir_foreach_shader_in_variable(variable, consumer) {
       uint64_t loc = get_linked_variable_location(variable->data.location, variable->data.patch);
 
       if (variable->data.patch)
 
                   break;
                case nir_intrinsic_store_output:
                   /* already had i/o lowered.. lookup the matching output var: */
-                  nir_foreach_variable(var, &shader->outputs) {
+                  nir_foreach_shader_out_variable(var, shader) {
                      int drvloc = var->data.driver_location;
                      if (nir_intrinsic_base(intr) == drvloc) {
                         out = var;
 
    nir_variable *texcoord = NULL;
 
    /* find gl_TexCoord, if it exists: */
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
       if (var->data.location == VARYING_SLOT_TEX0) {
          texcoord = var;
          break;
 
       break;
    case nir_intrinsic_store_output:
       /* already had i/o lowered.. lookup the matching output var: */
-      nir_foreach_variable(var, &state->shader->outputs) {
+      nir_foreach_shader_out_variable(var, state->shader) {
          int drvloc = var->data.driver_location;
          if (nir_intrinsic_base(intr) == drvloc) {
             out = var;
 
                                      nir_variable **clipvertex,
                                      nir_variable **position)
 {
-   nir_foreach_variable(var, &shader->outputs) {
+   nir_foreach_shader_out_variable(var, shader) {
       switch (var->data.location) {
       case VARYING_SLOT_POS:
          *position = var;
                             unsigned *ucp_enables)
 {
    assert(shader->info.stage == MESA_SHADER_FRAGMENT);
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
       switch (var->data.location) {
       case VARYING_SLOT_CLIP_DIST0:
          assert(var->data.compact);
 
 {
    bool progress = false;
 
-   nir_foreach_variable(var, &shader->outputs) {
+   nir_foreach_shader_out_variable(var, shader) {
       if (var->data.location == VARYING_SLOT_CLIP_DIST0) {
          unsigned size = glsl_get_length(var->type);
          /* if currently-enabled planes match used planes then no-op */
 
       nir_variable *texcoord = NULL;
 
       /* find gl_TexCoord, if it exists: */
-      nir_foreach_variable(var, &state->shader->inputs) {
+      nir_foreach_shader_in_variable(var, state->shader) {
          if (var->data.location == VARYING_SLOT_TEX0) {
             texcoord = var;
             break;
             /* The intrinsic doesn't carry the variable. We need to find it
              * manually.
              */
-            nir_foreach_variable(var, &state->b.shader->inputs) {
+            nir_foreach_shader_in_variable(var, state->b.shader) {
                if ((var->data.driver_location == nir_intrinsic_base(intr)) &&
                    (nir_intrinsic_component(intr) >= var->data.location_frac  &&
                     nir_intrinsic_component(intr) <
 
 {
    bool progress = false;
 
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
       progress |= lower_input(shader, var);
    }
 
 
 static nir_ssa_def *
 load_frag_coord(nir_builder *b)
 {
-   nir_foreach_variable(var, &b->shader->inputs) {
+   nir_foreach_shader_in_variable(var, b->shader) {
       if (var->data.location == VARYING_SLOT_POS)
          return nir_load_var(b, var);
    }
 
          if (intr->intrinsic != nir_intrinsic_store_output)
             continue;
 
-         nir_foreach_variable (var, &nir->outputs) {
+         nir_foreach_shader_out_variable(var, nir) {
             if (var->data.driver_location != nir_intrinsic_base(intr))
                continue; /* not found yet */
 
 
           shader->info.stage != MESA_SHADER_COMPUTE);
 
    nir_variable *out = NULL;
-   nir_foreach_variable(var, &shader->outputs) {
+   nir_foreach_shader_out_variable(var, shader) {
       if (var->data.location == VARYING_SLOT_PSIZ) {
          out = var;
          break;
 
 static nir_variable *
 create_face_input(nir_shader *shader)
 {
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
       if (var->data.location == VARYING_SLOT_FACE)
          return var;
    }
 setup_inputs(lower_2side_state *state)
 {
    /* find color inputs: */
-   nir_foreach_variable(var, &state->shader->inputs) {
+   nir_foreach_shader_in_variable(var, state->shader) {
       switch (var->data.location) {
       case VARYING_SLOT_COL0:
       case VARYING_SLOT_COL1:
 
 static nir_variable *
 lookup_input(nir_shader *shader, unsigned driver_location)
 {
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
       if (driver_location == var->data.driver_location)
          return var;
    }
 
        }
 
        /* Setup inputs: */
-       nir_foreach_variable (var, &ctx->s->inputs) {
+       nir_foreach_shader_in_variable (var, ctx->s) {
                setup_input(ctx, var);
        }
 
        }
 
        /* Setup outputs: */
-       nir_foreach_variable (var, &ctx->s->outputs) {
+       nir_foreach_shader_out_variable (var, ctx->s) {
                setup_output(ctx, var);
        }
 
 
 ir3_nir_lower_layer_id(nir_shader *nir)
 {
        unsigned layer_id_loc = ~0;
-       nir_foreach_variable(var, &nir->inputs) {
+       nir_foreach_shader_in_variable(var, nir) {
                if (var->data.location == VARYING_SLOT_LAYER) {
                        layer_id_loc = var->data.driver_location;
                        break;
 
                unreachable("bad shader stage");
        }
 
-       nir_foreach_variable(in_var, &consumer->shader->nir->inputs) {
-               nir_foreach_variable(out_var, &producer->shader->nir->outputs) {
+       nir_foreach_shader_in_variable(in_var, consumer->shader->nir) {
+               nir_foreach_shader_out_variable(out_var, producer->shader->nir) {
                        if (in_var->data.location == out_var->data.location) {
                                locs[in_var->data.driver_location] =
                                        producer->output_loc[out_var->data.driver_location] * factor;
 
    nir_remove_dead_derefs(nir);
    nir_remove_dead_variables(nir, nir_var_function_temp, NULL);
 
-   nir_foreach_variable(variable, &nir->outputs)
+   nir_foreach_shader_out_variable(variable, nir)
       handle_shader_output_decl(bld_base, nir, variable);
 
    bld_base->regs = _mesa_hash_table_create(NULL, _mesa_hash_pointer,
 
 static nir_ssa_def *
 load_frag_coord(nir_builder *b)
 {
-   nir_foreach_variable(var, &b->shader->inputs) {
+   nir_foreach_shader_in_variable(var, b->shader) {
       if (var->data.location == VARYING_SLOT_POS)
          return nir_load_var(b, var);
    }
       return;
 
    int highest_location = -1, highest_drv_location = -1;
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
      if ((int)var->data.location > highest_location)
          highest_location = var->data.location;
      if ((int)var->data.driver_location > highest_drv_location)
       return;
 
    int highest_location = -1, highest_drv_location = -1;
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
      if ((int)var->data.location > highest_location)
          highest_location = var->data.location;
      if ((int)var->data.driver_location > highest_drv_location)
 
 
    i = 0;
    uint64_t processed_inputs = 0;
-   nir_foreach_variable(variable, &nir->inputs) {
+   nir_foreach_shader_in_variable(variable, nir) {
       unsigned semantic_name, semantic_index;
 
       const struct glsl_type *type = variable->type;
    i = 0;
    uint64_t processed_outputs = 0;
    unsigned num_outputs = 0;
-   nir_foreach_variable(variable, &nir->outputs) {
+   nir_foreach_shader_out_variable(variable, nir) {
       unsigned semantic_name, semantic_index;
 
       i = variable->data.driver_location;
 
    /* setup input linking */
    struct etna_shader_io_file *sf = &v->infile;
    if (s->info.stage == MESA_SHADER_VERTEX) {
-      nir_foreach_variable(var, &s->inputs) {
+      nir_foreach_shader_in_variable(var, s) {
          unsigned idx = var->data.driver_location;
          sf->reg[idx].reg = idx;
          sf->reg[idx].slot = var->data.location;
       }
    } else {
       unsigned count = 0;
-      nir_foreach_variable(var, &s->inputs) {
+      nir_foreach_shader_in_variable(var, s) {
          unsigned idx = var->data.driver_location;
          sf->reg[idx].reg = idx + 1;
          sf->reg[idx].slot = var->data.location;
 
 
        /* TODO we dont want to get shaders writing to depth for depth textures */
        if (s->info.stage == MESA_SHADER_FRAGMENT) {
-               nir_foreach_variable(var, &s->outputs) {
+               nir_foreach_shader_out_variable(var, s) {
                        if (var->data.location == FRAG_RESULT_DEPTH)
                                return -1;
                }
        }
 
        /* get slot from idx */
-       nir_foreach_variable(var, &ctx->nir->inputs) {
+       nir_foreach_shader_in_variable(var, ctx->nir) {
                if (var->data.driver_location == idx) {
                        slot = var->data.location;
                        break;
 {
        int slot = -1;
        unsigned idx = nir_intrinsic_base(intr);
-       nir_foreach_variable(var, &ctx->nir->outputs) {
+       nir_foreach_shader_out_variable(var, ctx->nir) {
                if (var->data.driver_location == idx) {
                        slot = var->data.location;
                        break;
        }
 
        /* Setup inputs: */
-       nir_foreach_variable(in, &ctx->nir->inputs)
+       nir_foreach_shader_in_variable(in, ctx->nir)
                setup_input(ctx, in);
 
        if (so->type == MESA_SHADER_FRAGMENT) {
 
    }
 
    nir_variable *var = NULL;
-   nir_foreach_variable(v, &nir->outputs) {
+   nir_foreach_shader_out_variable(v, nir) {
       if (v->data.location == VARYING_SLOT_EDGE) {
          var = v;
          break;
 
    if (!gpir_codegen_prog(comp))
       goto err_out0;
 
-   nir_foreach_variable(var, &nir->outputs) {
+   nir_foreach_shader_out_variable(var, nir) {
       bool varying = true;
       switch (var->data.location) {
       case VARYING_SLOT_POS:
 
    }
 
    /* Validate outputs, we support only gl_FragColor */
-   nir_foreach_variable(var, &nir->outputs) {
+   nir_foreach_shader_out_variable(var, nir) {
       switch (var->data.location) {
       case FRAG_RESULT_COLOR:
       case FRAG_RESULT_DATA0:
 
    if (prog->getType() == Program::TYPE_COMPUTE)
       return true;
 
-   nir_foreach_variable(var, &nir->inputs) {
+   nir_foreach_shader_in_variable(var, nir) {
       const glsl_type *type = var->type;
       int slot = var->data.location;
       uint16_t slots = calcSlots(type, prog->getType(), nir->info, true, var);
       info->numInputs = std::max<uint8_t>(info->numInputs, vary);
    }
 
-   nir_foreach_variable(var, &nir->outputs) {
+   nir_foreach_shader_out_variable(var, nir) {
       const glsl_type *type = var->type;
       int slot = var->data.location;
       uint16_t slots = calcSlots(type, prog->getType(), nir->info, false, var);
 
 bool ShaderFromNir::process_declaration()
 {
    // scan declarations
-   nir_foreach_variable(variable, &sh->inputs) {
+   nir_foreach_shader_in_variable(variable, sh) {
       if (!impl->process_inputs(variable)) {
          fprintf(stderr, "R600: error parsing input varible %s\n", variable->name);
          return false;
    }
 
    // scan declarations
-   nir_foreach_variable(variable, &sh->outputs) {
+   nir_foreach_shader_out_variable(variable, sh) {
       if (!impl->process_outputs(variable)) {
          fprintf(stderr, "R600: error parsing outputs varible %s\n", variable->name);
          return false;
 
 {
    uint64_t processed_inputs = 0;
 
-   nir_foreach_variable (variable, &nir->inputs) {
+   nir_foreach_shader_in_variable (variable, nir) {
       unsigned attrib_count = glsl_count_attribute_slots(variable->type, true);
       unsigned input_idx = variable->data.driver_location;
       unsigned loc = variable->data.location;
 
 
    i = 0;
    uint64_t processed_inputs = 0;
-   nir_foreach_variable (variable, &nir->inputs) {
+   nir_foreach_shader_in_variable (variable, nir) {
       unsigned semantic_name, semantic_index;
 
       const struct glsl_type *type = variable->type;
       }
    }
 
-   nir_foreach_variable (variable, &nir->outputs) {
+   nir_foreach_shader_out_variable (variable, nir) {
       const struct glsl_type *type = variable->type;
       if (nir_is_per_vertex_io(variable, nir->info.stage)) {
          assert(glsl_type_is_array(type));
     * as individual components.
     */
    if (nir->info.stage != MESA_SHADER_FRAGMENT) {
-      nir_foreach_variable (variable, &nir->inputs)
+      nir_foreach_shader_in_variable (variable, nir)
          variable->data.driver_location *= 4;
    }
 
-   nir_foreach_variable (variable, &nir->outputs)
+   nir_foreach_shader_out_variable (variable, nir)
       variable->data.driver_location *= 4;
 }
 
 
 static gl_varying_slot
 v3d_get_slot_for_driver_location(nir_shader *s, uint32_t driver_location)
 {
-        nir_foreach_variable(var, &s->outputs) {
+        nir_foreach_shader_out_variable(var, s) {
                 if (var->data.driver_location == driver_location) {
                         return var->data.location;
                 }
                        struct v3d_varying_slot *outputs,
                        uint8_t *num_outputs)
 {
-        nir_foreach_variable(var, &s->outputs) {
+        nir_foreach_shader_out_variable(var, s) {
                 const int array_len = MAX2(glsl_get_length(var->type), 1);
                 for (int j = 0; j < array_len; j++) {
                         const int slot = var->data.location + j;
                         .base.shader_state = so,
                 };
 
-                nir_foreach_variable(var, &s->outputs) {
+                nir_foreach_shader_out_variable(var, s) {
                         if (var->data.location == FRAG_RESULT_COLOR) {
                                 key.cbufs |= 1 << 0;
                         } else if (var->data.location >= FRAG_RESULT_DATA0) {
 
                         continue;
 
                 nir_variable *output_var = NULL;
-                nir_foreach_variable(var, &c->s->outputs) {
+                nir_foreach_shader_out_variable(var, c->s) {
                         if (var->data.driver_location ==
                             nir_intrinsic_base(intr)) {
                                 output_var = var;
 
         }
 
         nir_variable *input_var = NULL;
-        nir_foreach_variable(var, &c->s->inputs) {
+        nir_foreach_shader_in_variable(var, c->s) {
                 if (var->data.driver_location == nir_intrinsic_base(intr)) {
                         input_var = var;
                         break;
                      nir_intrinsic_instr *intr)
 {
         nir_variable *output_var = NULL;
-        nir_foreach_variable(var, &c->s->outputs) {
+        nir_foreach_shader_out_variable(var, c->s) {
                 if (var->data.driver_location == nir_intrinsic_base(intr)) {
                         output_var = var;
                         break;
 
 ntq_setup_inputs(struct vc4_compile *c)
 {
         unsigned num_entries = 0;
-        nir_foreach_variable(var, &c->s->inputs)
+        nir_foreach_shader_in_variable(var, c->s)
                 num_entries++;
 
         nir_variable *vars[num_entries];
 
         unsigned i = 0;
-        nir_foreach_variable(var, &c->s->inputs)
+        nir_foreach_shader_in_variable(var, c->s)
                 vars[i++] = var;
 
         /* Sort the variables so that we emit the input setup in
 static void
 ntq_setup_outputs(struct vc4_compile *c)
 {
-        nir_foreach_variable(var, &c->s->outputs) {
+        nir_foreach_shader_out_variable(var, c->s) {
                 unsigned array_len = MAX2(glsl_get_length(var->type), 1);
                 unsigned loc = var->data.driver_location * 4;
 
 
    ctx.so_outputs = _mesa_hash_table_create(ctx.mem_ctx, _mesa_hash_u32,
                                             _mesa_key_u32_equal);
 
-   nir_foreach_variable(var, &s->inputs)
+   nir_foreach_shader_in_variable(var, s)
       emit_input(&ctx, var);
 
-   nir_foreach_variable(var, &s->outputs)
+   nir_foreach_shader_out_variable(var, s)
       emit_output(&ctx, var);
 
    if (so_info)
 
 static bool
 check_psiz(struct nir_shader *s)
 {
-   nir_foreach_variable(var, &s->outputs) {
+   nir_foreach_shader_out_variable(var, s) {
       if (var->data.location == VARYING_SLOT_PSIZ) {
          /* genuine PSIZ outputs will have this set */
          return !!var->data.explicit_location;
 
 
       // Calculate input offsets.
       unsigned offset = 0;
-      nir_foreach_variable_safe(var, &nir->inputs) {
+      nir_foreach_shader_in_variable_safe(var, nir) {
          offset = align(offset, glsl_get_cl_alignment(var->type));
          var->data.driver_location = offset;
          offset += glsl_get_cl_size(var->type);
 
 {
    prog_data->flat_inputs = 0;
 
-   nir_foreach_variable(var, &shader->inputs) {
+   nir_foreach_shader_in_variable(var, shader) {
       unsigned slots = glsl_count_attribute_slots(var->type, false);
       for (unsigned s = 0; s < slots; s++) {
          int input_index = prog_data->urb_setup[var->data.location + s];
 
     * allocating them.  With ARB_enhanced_layouts, multiple output variables
     * may occupy the same slot, but have different type sizes.
     */
-   nir_foreach_variable(var, &nir->outputs) {
+   nir_foreach_shader_out_variable(var, nir) {
       const int loc = var->data.driver_location;
       const unsigned var_vec4s =
          var->data.compact ? DIV_ROUND_UP(glsl_get_length(var->type), 4)
 
       prog_data->contains_noperspective_varying = true;
    }
 
-   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+   nir_foreach_shader_in_variable(var, nir) {
       unsigned location = var->data.location;
       unsigned slot_count = glsl_count_attribute_slots(var->type, false);
 
 
                         const uint8_t *vs_attrib_wa_flags)
 {
    /* Start with the location of the variable's base. */
-   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+   nir_foreach_shader_in_variable(var, nir)
       var->data.driver_location = var->data.location;
-   }
 
    /* Now use nir_lower_io to walk dereference chains.  Attribute arrays are
     * loaded as one vec4 or dvec4 per element (or matrix column), depending on
 brw_nir_lower_vue_inputs(nir_shader *nir,
                          const struct brw_vue_map *vue_map)
 {
-   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+   nir_foreach_shader_in_variable(var, nir)
       var->data.driver_location = var->data.location;
-   }
 
    /* Inputs are stored in vec4 slots, so use type_size_vec4(). */
    nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
 void
 brw_nir_lower_tes_inputs(nir_shader *nir, const struct brw_vue_map *vue_map)
 {
-   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+   nir_foreach_shader_in_variable(var, nir)
       var->data.driver_location = var->data.location;
-   }
 
    nir_lower_io(nir, nir_var_shader_in, type_size_vec4,
                 nir_lower_io_lower_64bit_to_32);
                         const struct gen_device_info *devinfo,
                         const struct brw_wm_prog_key *key)
 {
-   foreach_list_typed(nir_variable, var, node, &nir->inputs) {
+   nir_foreach_shader_in_variable(var, nir) {
       var->data.driver_location = var->data.location;
 
       /* Apply default interpolation mode.
 void
 brw_nir_lower_vue_outputs(nir_shader *nir)
 {
-   nir_foreach_variable(var, &nir->outputs) {
+   nir_foreach_shader_out_variable(var, nir) {
       var->data.driver_location = var->data.location;
    }
 
 brw_nir_lower_tcs_outputs(nir_shader *nir, const struct brw_vue_map *vue_map,
                           GLenum tes_primitive_mode)
 {
-   nir_foreach_variable(var, &nir->outputs) {
+   nir_foreach_shader_out_variable(var, nir) {
       var->data.driver_location = var->data.location;
    }
 
 void
 brw_nir_lower_fs_outputs(nir_shader *nir)
 {
-   nir_foreach_variable(var, &nir->outputs) {
+   nir_foreach_shader_out_variable(var, nir) {
       var->data.driver_location =
          SET_FIELD(var->data.index, BRW_NIR_FRAG_OUTPUT_INDEX) |
          SET_FIELD(var->data.location, BRW_NIR_FRAG_OUTPUT_LOCATION);
 
 
    /* Bail out early if we don't have gl_SampleMask */
    bool is_sample_mask = false;
-   nir_foreach_variable(var, &shader->outputs) {
+   nir_foreach_shader_out_variable(var, shader) {
       if (var->data.location == FRAG_RESULT_SAMPLE_MASK) {
          is_sample_mask = true;
          break;
 
                switch (intr->intrinsic) {
                case nir_intrinsic_store_output:
-                  nir_foreach_variable(var, &shader->outputs) {
+                  nir_foreach_shader_out_variable(var, shader) {
                      int drvloc = var->data.driver_location;
                      if (nir_intrinsic_base(intr) == drvloc) {
                         out = var;
 
 
    /* Update position to refer to an array. */
    nir_variable *pos_var = NULL;
-   nir_foreach_variable(var, &shader->outputs) {
+   nir_foreach_shader_out_variable(var, shader) {
       if (var->data.location == VARYING_SLOT_POS) {
          assert(var->type == glsl_vec4_type());
          var->type = glsl_array_type(glsl_vec4_type(), view_count, 0);
       return false;
 
    bool vs_writes_position = false;
-   nir_foreach_variable(var, &shaders[MESA_SHADER_VERTEX]->outputs) {
+   nir_foreach_shader_out_variable(var, shaders[MESA_SHADER_VERTEX]) {
       if (var->data.location == VARYING_SLOT_POS) {
          vs_writes_position = true;
          break;
 
     */
    nir_function_impl *impl = nir_shader_get_entrypoint(stage->nir);
    bool deleted_output = false;
-   nir_foreach_variable_safe(var, &stage->nir->outputs) {
+   nir_foreach_shader_out_variable_safe(var, stage->nir) {
       /* TODO: We don't delete depth/stencil writes.  We probably could if the
        * subpass doesn't have a depth/stencil attachment.
        */
 
 {
    nir_builder *b = &c->build;
 
-   nir_foreach_variable(var, &b->shader->outputs) {
+   nir_foreach_shader_out_variable(var, b->shader) {
       nir_ssa_def *src = nir_load_reg(b, c->output_regs[var->data.location]);
       if (c->prog->Target == GL_FRAGMENT_PROGRAM_ARB &&
           var->data.location == FRAG_RESULT_DEPTH) {
 
    bool removed_inputs = false;
 
    nir->num_inputs = util_bitcount64(nir->info.inputs_read);
-   nir_foreach_variable_safe(var, &nir->inputs) {
+   nir_foreach_shader_in_variable_safe(var, nir) {
       /* NIR already assigns dual-slot inputs to two locations so all we have
        * to do is compact everything down.
        */
 
 
       if (key->persample_shading) {
           nir_shader *shader = state.ir.nir;
-          nir_foreach_variable(var, &shader->inputs)
+          nir_foreach_shader_in_variable(var, shader)
              var->data.sample = true;
           finalize = true;
       }
 
 
         nir_variable *z_var = NULL, *s_var = NULL;
 
-        nir_foreach_variable(var, &nir->outputs) {
+        nir_foreach_shader_out_variable(var, nir) {
                 if (var->data.location == FRAG_RESULT_DEPTH)
                         z_var = var;
                 else if (var->data.location == FRAG_RESULT_STENCIL)