} nir_state_slot;
typedef enum {
- nir_var_all = -1,
- nir_var_shader_in,
- nir_var_shader_out,
- nir_var_global,
- nir_var_local,
- nir_var_uniform,
- nir_var_shader_storage,
- nir_var_system_value,
- nir_var_param,
- nir_var_shared,
+ nir_var_shader_in = (1 << 0),
+ nir_var_shader_out = (1 << 1),
+ nir_var_global = (1 << 2),
+ nir_var_local = (1 << 3),
+ nir_var_uniform = (1 << 4),
+ nir_var_shader_storage = (1 << 5),
+ nir_var_system_value = (1 << 6),
+ nir_var_param = (1 << 7),
+ nir_var_shared = (1 << 8),
+ nir_var_all = ~0,
} nir_variable_mode;
/**
char *name;
struct nir_variable_data {
+ /**
+ * Storage class of the variable.
+ *
+ * \sa nir_variable_mode
+ */
+ nir_variable_mode mode;
/**
* Is the variable read-only?
unsigned patch:1;
unsigned invariant:1;
- /**
- * Storage class of the variable.
- *
- * \sa nir_variable_mode
- */
- nir_variable_mode mode:5;
-
/**
* Interpolation mode for shader inputs / outputs
*
{
assert(is_global == nir_variable_is_global(var));
+ /* Must have exactly one mode set */
+ assert(util_bitcount(var->data.mode) == 1);
+
/*
* TODO validate some things ir_validate.cpp does (requires more GLSL type
* support)