return progress;
}
+static void
+lower_store_output(nir_builder *b,
+ struct nir_instr *instr)
+{
+ if (instr->type != nir_instr_type_intrinsic)
+ return;
+
+ nir_intrinsic_instr *intr = nir_instr_as_intrinsic(instr);
+ if (intr->intrinsic != nir_intrinsic_store_output)
+ return;
+
+ if (nir_intrinsic_base(intr) != VARYING_SLOT_POS)
+ return;
+
+ b->cursor = nir_before_instr(&intr->instr);
+
+ nir_ssa_def *src = nir_ssa_for_src(b, intr->src[0], 4);
+ nir_ssa_def *def = nir_vec4(b,
+ nir_channel(b, src, 0),
+ nir_channel(b, src, 1),
+ nir_fmul(b,
+ nir_fadd(b,
+ nir_channel(b, src, 2),
+ nir_channel(b, src, 3)),
+ nir_imm_float(b, 0.5)),
+ nir_channel(b, src, 3));
+ nir_instr_rewrite_src(&intr->instr, &intr->src[0], nir_src_for_ssa(def));
+}
+
+static void
+position_to_vulkan(nir_shader *s)
+{
+ if (s->info.stage != MESA_SHADER_VERTEX)
+ return;
+
+ nir_foreach_function(function, s) {
+ if (function->impl) {
+ nir_builder b;
+ nir_builder_init(&b, function->impl);
+
+ nir_foreach_block(block, function->impl) {
+ nir_foreach_instr_safe(instr, block)
+ lower_store_output(&b, instr);
+ }
+
+ nir_metadata_preserve(function->impl, nir_metadata_block_index |
+ nir_metadata_dominance);
+ }
+ }
+}
+
static const struct nir_shader_compiler_options nir_options = {
.lower_all_io_to_temps = true,
.lower_ffma = true,
NIR_PASS_V(nir, nir_lower_io, nir_var_all, glsl_type_size, (nir_lower_io_options)0);
NIR_PASS_V(nir, lower_uniforms_to_ubo);
+ NIR_PASS_V(nir, position_to_vulkan);
NIR_PASS_V(nir, nir_lower_regs_to_ssa);
NIR_PASS_V(nir, nir_lower_bool_to_float);
optimize_nir(nir);