* which ones have been processed.
*/
static unsigned
-insert_mov(nir_alu_instr *vec, unsigned start_channel,
- unsigned start_src_idx, nir_shader *shader)
+insert_mov(nir_alu_instr *vec, unsigned start_idx, nir_shader *shader)
{
- unsigned src_idx = start_src_idx;
- assert(src_idx < nir_op_infos[vec->op].num_inputs);
+ assert(start_idx < nir_op_infos[vec->op].num_inputs);
nir_alu_instr *mov = nir_alu_instr_create(shader, nir_op_imov);
- nir_alu_src_copy(&mov->src[0], &vec->src[src_idx], mov);
+ nir_alu_src_copy(&mov->src[0], &vec->src[start_idx], mov);
nir_alu_dest_copy(&mov->dest, &vec->dest, mov);
- mov->dest.write_mask = (1u << start_channel);
- mov->src[0].swizzle[start_channel] = vec->src[src_idx].swizzle[0];
- src_idx++;
+ mov->dest.write_mask = (1u << start_idx);
+ mov->src[0].swizzle[start_idx] = vec->src[start_idx].swizzle[0];
- for (unsigned i = start_channel + 1; i < 4; i++) {
+ for (unsigned i = start_idx + 1; i < 4; i++) {
if (!(vec->dest.write_mask & (1 << i)))
continue;
- if (nir_srcs_equal(vec->src[src_idx].src, vec->src[start_src_idx].src)) {
+ if (nir_srcs_equal(vec->src[i].src, vec->src[start_idx].src)) {
mov->dest.write_mask |= (1 << i);
- mov->src[0].swizzle[i] = vec->src[src_idx].swizzle[0];
+ mov->src[0].swizzle[i] = vec->src[i].swizzle[0];
}
- src_idx++;
}
nir_instr_insert_before(&vec->instr, &mov->instr);
* destination reg, in case other values we're populating in the dest
* might overwrite them.
*/
- for (unsigned i = 0, src_idx = 0; i < 4; i++) {
+ for (unsigned i = 0; i < 4; i++) {
if (!(vec->dest.write_mask & (1 << i)))
continue;
- if (src_matches_dest_reg(&vec->dest.dest, &vec->src[src_idx].src)) {
- finished_write_mask |= insert_mov(vec, i, src_idx, shader);
+ if (src_matches_dest_reg(&vec->dest.dest, &vec->src[i].src)) {
+ finished_write_mask |= insert_mov(vec, i, shader);
break;
}
- src_idx++;
}
/* Now, emit MOVs for all the other src channels. */
- for (unsigned i = 0, src_idx = 0; i < 4; i++) {
+ for (unsigned i = 0; i < 4; i++) {
if (!(vec->dest.write_mask & (1 << i)))
continue;
if (!(finished_write_mask & (1 << i)))
- finished_write_mask |= insert_mov(vec, i, src_idx, shader);
-
- src_idx++;
+ finished_write_mask |= insert_mov(vec, i, shader);
}
nir_instr_remove(&vec->instr);