struct lower_io_state {
nir_shader *shader;
+ nir_function *entrypoint;
struct exec_list old_outputs;
};
static void
-emit_output_copies(nir_cursor cursor, struct lower_io_state *state)
+emit_copies(nir_cursor cursor, nir_shader *shader, struct exec_list *new_vars,
+ struct exec_list *old_vars)
{
- assert(exec_list_length(&state->shader->outputs) ==
- exec_list_length(&state->old_outputs));
+ assert(exec_list_length(new_vars) == exec_list_length(old_vars));
- foreach_two_lists(out_node, &state->shader->outputs,
- temp_node, &state->old_outputs) {
- nir_variable *output = exec_node_data(nir_variable, out_node, node);
- nir_variable *temp = exec_node_data(nir_variable, temp_node, node);
+ foreach_two_lists(new_node, new_vars, old_node, old_vars) {
+ nir_variable *newv = exec_node_data(nir_variable, new_node, node);
+ nir_variable *temp = exec_node_data(nir_variable, old_node, node);
nir_intrinsic_instr *copy =
- nir_intrinsic_instr_create(state->shader, nir_intrinsic_copy_var);
- copy->variables[0] = nir_deref_var_create(copy, output);
+ nir_intrinsic_instr_create(shader, nir_intrinsic_copy_var);
+ copy->variables[0] = nir_deref_var_create(copy, newv);
copy->variables[1] = nir_deref_var_create(copy, temp);
nir_instr_insert(cursor, ©->instr);
}
}
+static void
+emit_output_copies_impl(struct lower_io_state *state, nir_function_impl *impl)
+{
+ if (state->shader->stage == MESA_SHADER_GEOMETRY) {
+ /* For geometry shaders, we have to emit the output copies right
+ * before each EmitVertex call.
+ */
+ nir_foreach_block(block, impl) {
+ nir_foreach_instr(instr, block) {
+ if (instr->type != nir_instr_type_intrinsic)
+ continue;
+
+ nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
+ if (intrin->intrinsic == nir_intrinsic_emit_vertex) {
+ nir_cursor cursor = nir_before_instr(&intrin->instr);
+ emit_copies(cursor, state->shader, &state->shader->outputs,
+ &state->old_outputs);
+ }
+ }
+ }
+ } else if (impl->function == state->entrypoint) {
+ /* For all other shader types, we need to do the copies right before
+ * the jumps to the end block.
+ */
+ struct set_entry *block_entry;
+ set_foreach(impl->end_block->predecessors, block_entry) {
+ struct nir_block *block = (void *)block_entry->key;
+ nir_cursor cursor = nir_after_block_before_jump(block);
+ emit_copies(cursor, state->shader, &state->shader->outputs,
+ &state->old_outputs);
+ }
+ }
+}
+
+static nir_variable *
+create_shadow_temp(struct lower_io_state *state, nir_variable *var)
+{
+ nir_variable *nvar = ralloc(state->shader, nir_variable);
+ memcpy(nvar, var, sizeof *nvar);
+
+ /* The original is now the temporary */
+ nir_variable *temp = var;
+
+ /* Reparent the name to the new variable */
+ ralloc_steal(nvar, nvar->name);
+
+ /* Reparent the constant initializer (if any) */
+ ralloc_steal(nvar, nvar->constant_initializer);
+
+ /* Give the output a new name with @out-temp appended */
+ const char *mode = "out";
+ temp->name = ralloc_asprintf(var, "%s@%s-temp", mode, nvar->name);
+ temp->data.mode = nir_var_global;
+ temp->constant_initializer = NULL;
+
+ return nvar;
+}
+
void
nir_lower_io_to_temporaries(nir_shader *shader, nir_function *entrypoint)
{
return;
state.shader = shader;
+ state.entrypoint = entrypoint;
exec_list_move_nodes_to(&shader->outputs, &state.old_outputs);
/* Walk over all of the outputs turn each output into a temporary and
* make a new variable for the actual output.
*/
nir_foreach_variable(var, &state.old_outputs) {
- nir_variable *output = ralloc(shader, nir_variable);
- memcpy(output, var, sizeof *output);
-
- /* The orignal is now the temporary */
- nir_variable *temp = var;
-
- /* Reparent the name to the new variable */
- ralloc_steal(output, output->name);
-
- /* Reparent the constant initializer (if any) */
- ralloc_steal(output, output->constant_initializer);
-
- /* Give the output a new name with @out-temp appended */
- temp->name = ralloc_asprintf(var, "%s@out-temp", output->name);
- temp->data.mode = nir_var_global;
- temp->constant_initializer = NULL;
-
+ nir_variable *output = create_shadow_temp(&state, var);
exec_list_push_tail(&shader->outputs, &output->node);
}
if (function->impl == NULL)
continue;
- if (shader->stage == MESA_SHADER_GEOMETRY) {
- /* For geometry shaders, we have to emit the output copies right
- * before each EmitVertex call.
- */
- nir_foreach_block(block, function->impl) {
- nir_foreach_instr(instr, block) {
- if (instr->type != nir_instr_type_intrinsic)
- continue;
-
- nir_intrinsic_instr *intrin = nir_instr_as_intrinsic(instr);
- if (intrin->intrinsic == nir_intrinsic_emit_vertex) {
- emit_output_copies(nir_before_instr(&intrin->instr),
- &state);
- }
- }
- }
- } else if (function == entrypoint) {
- /* For all other shader types, we need to do the copies right before
- * the jumps to the end block.
- */
- struct set_entry *block_entry;
- set_foreach(function->impl->end_block->predecessors, block_entry) {
- struct nir_block *block = (void *)block_entry->key;
- emit_output_copies(nir_after_block_before_jump(block), &state);
- }
- }
+ emit_output_copies_impl(&state, function->impl);
nir_metadata_preserve(function->impl, nir_metadata_block_index |
nir_metadata_dominance);