freedreno/ir3: use NIR_PASS helper macros

Signed-off-by: Rob Clark <robclark@freedesktop.org>
This commit is contained in:
Rob Clark 2015-10-24 14:54:56 -04:00
parent 317628dbb3
commit 3684e899ea

View file

@ -58,6 +58,14 @@ ir3_key_lowers_nir(const struct ir3_shader_key *key)
key->ucp_enables | key->color_two_side;
}
#define OPT(nir, pass, ...) ({ \
bool this_progress = false; \
NIR_PASS(this_progress, nir, pass, ##__VA_ARGS__); \
this_progress; \
})
#define OPT_V(nir, pass, ...) NIR_PASS_V(nir, pass, ##__VA_ARGS__)
struct nir_shader *
ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
const struct ir3_shader_key *key)
@ -97,40 +105,41 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
debug_printf("----------------------\n");
}
nir_opt_global_to_local(s);
nir_convert_to_ssa(s);
OPT_V(s, nir_opt_global_to_local);
OPT_V(s, nir_convert_to_ssa);
if (key) {
if (s->stage == MESA_SHADER_VERTEX) {
nir_lower_clip_vs(s, key->ucp_enables);
OPT_V(s, nir_lower_clip_vs, key->ucp_enables);
} else if (s->stage == MESA_SHADER_FRAGMENT) {
nir_lower_clip_fs(s, key->ucp_enables);
OPT_V(s, nir_lower_clip_fs, key->ucp_enables);
}
if (key->color_two_side) {
nir_lower_two_sided_color(s);
OPT_V(s, nir_lower_two_sided_color);
}
}
nir_lower_tex(s, &tex_options);
nir_lower_idiv(s);
nir_lower_load_const_to_scalar(s);
OPT_V(s, nir_lower_tex, &tex_options);
OPT_V(s, nir_lower_idiv);
OPT_V(s, nir_lower_load_const_to_scalar);
do {
progress = false;
nir_lower_vars_to_ssa(s);
nir_lower_alu_to_scalar(s);
nir_lower_phis_to_scalar(s);
OPT_V(s, nir_lower_vars_to_ssa);
OPT_V(s, nir_lower_alu_to_scalar);
OPT_V(s, nir_lower_phis_to_scalar);
progress |= nir_copy_prop(s);
progress |= nir_opt_dce(s);
progress |= nir_opt_cse(s);
progress |= ir3_nir_lower_if_else(s);
progress |= nir_opt_algebraic(s);
progress |= nir_opt_constant_folding(s);
progress |= OPT(s, nir_copy_prop);
progress |= OPT(s, nir_opt_dce);
progress |= OPT(s, nir_opt_cse);
progress |= OPT(s, ir3_nir_lower_if_else);
progress |= OPT(s, nir_opt_algebraic);
progress |= OPT(s, nir_opt_constant_folding);
} while (progress);
nir_remove_dead_variables(s);
nir_validate_shader(s);
OPT_V(s, nir_remove_dead_variables);
if (fd_mesa_debug & FD_DBG_DISASM) {
debug_printf("----------------------\n");