int (*type_size)(const struct glsl_type *));
void nir_lower_io(nir_shader *shader,
+ nir_variable_mode mode,
int (*type_size)(const struct glsl_type *));
void nir_lower_vars_to_ssa(nir_shader *shader);
nir_builder builder;
void *mem_ctx;
int (*type_size)(const struct glsl_type *type);
+ nir_variable_mode mode;
};
void
nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ if (intrin->intrinsic != nir_intrinsic_load_var &&
+ intrin->intrinsic != nir_intrinsic_store_var)
+ continue;
+
+ nir_variable_mode mode = intrin->variables[0]->var->data.mode;
+
+ if (state->mode != -1 && state->mode != mode)
+ continue;
+
switch (intrin->intrinsic) {
case nir_intrinsic_load_var: {
- nir_variable_mode mode = intrin->variables[0]->var->data.mode;
if (mode != nir_var_shader_in && mode != nir_var_uniform)
continue;
}
static void
-nir_lower_io_impl(nir_function_impl *impl, int(*type_size)(const struct glsl_type *))
+nir_lower_io_impl(nir_function_impl *impl,
+ nir_variable_mode mode,
+ int (*type_size)(const struct glsl_type *))
{
struct lower_io_state state;
nir_builder_init(&state.builder, impl);
state.mem_ctx = ralloc_parent(impl);
+ state.mode = mode;
state.type_size = type_size;
nir_foreach_block(impl, nir_lower_io_block, &state);
}
void
-nir_lower_io(nir_shader *shader, int(*type_size)(const struct glsl_type *))
+nir_lower_io(nir_shader *shader, nir_variable_mode mode,
+ int (*type_size)(const struct glsl_type *))
{
nir_foreach_overload(shader, overload) {
if (overload->impl)
- nir_lower_io_impl(overload->impl, type_size);
+ nir_lower_io_impl(overload->impl, mode, type_size);
}
}
type_size_scalar);
nir_assign_var_locations(&nir->inputs, &nir->num_inputs, type_size_scalar);
nir_assign_var_locations(&nir->outputs, &nir->num_outputs, type_size_scalar);
- nir_lower_io(nir, type_size_scalar);
+ nir_lower_io(nir, -1, type_size_scalar);
} else {
nir_assign_var_locations(&nir->uniforms,
&nir->num_uniforms,
foreach_list_typed(nir_variable, var, node, &nir->outputs)
var->data.driver_location = var->data.location;
- nir_lower_io(nir, type_size_vec4);
+ nir_lower_io(nir, -1, type_size_vec4);
}
nir_validate_shader(nir);