return progress;
}
+/** A pass to inline all functions in a shader into their callers
+ *
+ * For most use-cases, function inlining is a multi-step process. The general
+ * pattern employed by SPIR-V consumers and others is as follows:
+ *
+ * 1. nir_lower_constant_initializers(shader, nir_var_local)
+ *
+ * This is needed because local variables from the callee are simply added
+ * to the locals list for the caller and the information about where the
+ * constant initializer logically happens is lost. If the callee is
+ * called in a loop, this can cause the variable to go from being
+ * initialized once per loop iteration to being initialized once at the
+ * top of the caller and values to persist from one invocation of the
+ * callee to the next. The simple solution to this problem is to get rid
+ * of constant initializers before function inlining.
+ *
+ * 2. nir_lower_returns(shader)
+ *
+ * nir_inline_functions assumes that all functions end "naturally" by
+ * execution reaching the end of the function without any return
+ * instructions causing instant jumps to the end. Thanks to NIR being
+ * structured, we can't represent arbitrary jumps to various points in the
+ * program which is what an early return in the callee would have to turn
+ * into when we inline it into the caller. Instead, we require returns to
+ * be lowered which lets us just copy+paste the callee directly into the
+ * caller.
+ *
+ * 3. nir_inline_functions(shader)
+ *
+ * This does the actual function inlining and the resulting shader will
+ * contain no call instructions.
+ *
+ * 4. nir_copy_prop(shader)
+ *
+ * Most functions contain pointer parameters where the result of a deref
+ * instruction is passed in as a parameter, loaded via a load_param
+ * intrinsic, and then turned back into a deref via a cast. Running copy
+ * propagation gets rid of the intermediate steps and results in a whole
+ * deref chain again. This is currently required by a number of
+ * optimizations and lowering passes at least for certain variable modes.
+ *
+ * 5. Loop over the functions and delete all but the main entrypoint.
+ *
+ * In the Intel Vulkan driver this looks like this:
+ *
+ * foreach_list_typed_safe(nir_function, func, node, &nir->functions) {
+ * if (func != entry_point)
+ * exec_node_remove(&func->node);
+ * }
+ * assert(exec_list_length(&nir->functions) == 1);
+ *
+ * While nir_inline_functions does get rid of all call instructions, it
+ * doesn't get rid of any functions because it doesn't know what the "root
+ * function" is. Instead, it's up to the individual driver to know how to
+ * decide on a root function and delete the rest. With SPIR-V,
+ * spirv_to_nir returns the root function and so we can just use == whereas
+ * with GL, you may have to look for a function named "main".
+ *
+ * 6. nir_lower_constant_initializers(shader, ~nir_var_local)
+ *
+ * Lowering constant initializers on inputs, outputs, global variables,
+ * etc. requires that we know the main entrypoint so that we know where to
+ * initialize them. Otherwise, we would have to assume that anything
+ * could be a main entrypoint and initialize them at the start of every
+ * function but that would clearly be wrong if any of those functions were
+ * ever called within another function. Simply requiring a single-
+ * entrypoint function shader is the best way to make it well-defined.
+ */
bool
nir_inline_functions(nir_shader *shader)
{