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i965/nir: Add OPT() and OPT_V() macros for invoking NIR passes.
OPT() is the normal macro for passes that return booleans, while OPT_V() is a variant that works for passes that don't properly report progress. (Such passes should be fixed to return a boolean, eventually.) These macros take care of calling nir_validate_shader() and setting progress appropriately. In the future, it would be easy to add shader dumping similar to INTEL_DEBUG=optimizer by extending the macro. v2 (Jason Ekstrand): - Fix an unused variable warning Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com> Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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1 changed files with 59 additions and 72 deletions
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@ -56,8 +56,9 @@ remap_vs_attrs(nir_block *block, void *closure)
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}
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static void
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brw_nir_lower_inputs(const struct brw_device_info *devinfo,
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nir_shader *nir, bool is_scalar)
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brw_nir_lower_inputs(nir_shader *nir,
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const struct brw_device_info *devinfo,
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bool is_scalar)
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{
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switch (nir->stage) {
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case MESA_SHADER_VERTEX:
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@ -170,46 +171,49 @@ brw_nir_lower_outputs(nir_shader *nir, bool is_scalar)
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}
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}
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#define _OPT(do_pass) (({ \
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bool this_progress = true; \
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do_pass \
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nir_validate_shader(nir); \
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this_progress; \
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}))
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#define OPT(pass, ...) _OPT( \
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this_progress = pass(nir ,##__VA_ARGS__); \
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progress = progress || this_progress; \
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)
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#define OPT_V(pass, ...) _OPT( \
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pass(nir, ##__VA_ARGS__); \
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)
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static void
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nir_optimize(nir_shader *nir, bool is_scalar)
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{
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bool progress;
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do {
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progress = false;
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nir_lower_vars_to_ssa(nir);
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nir_validate_shader(nir);
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OPT_V(nir_lower_vars_to_ssa);
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if (is_scalar) {
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nir_lower_alu_to_scalar(nir);
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nir_validate_shader(nir);
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OPT_V(nir_lower_alu_to_scalar);
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}
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progress |= nir_copy_prop(nir);
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nir_validate_shader(nir);
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OPT(nir_copy_prop);
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if (is_scalar) {
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nir_lower_phis_to_scalar(nir);
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nir_validate_shader(nir);
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OPT_V(nir_lower_phis_to_scalar);
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}
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progress |= nir_copy_prop(nir);
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nir_validate_shader(nir);
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progress |= nir_opt_dce(nir);
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nir_validate_shader(nir);
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progress |= nir_opt_cse(nir);
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nir_validate_shader(nir);
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progress |= nir_opt_peephole_select(nir);
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nir_validate_shader(nir);
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progress |= nir_opt_algebraic(nir);
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nir_validate_shader(nir);
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progress |= nir_opt_constant_folding(nir);
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nir_validate_shader(nir);
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progress |= nir_opt_dead_cf(nir);
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nir_validate_shader(nir);
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progress |= nir_opt_remove_phis(nir);
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nir_validate_shader(nir);
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progress |= nir_opt_undef(nir);
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nir_validate_shader(nir);
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OPT(nir_copy_prop);
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OPT(nir_opt_dce);
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OPT(nir_opt_cse);
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OPT(nir_opt_peephole_select);
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OPT(nir_opt_algebraic);
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OPT(nir_opt_constant_folding);
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OPT(nir_opt_dead_cf);
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OPT(nir_opt_remove_phis);
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OPT(nir_opt_undef);
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} while (progress);
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}
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@ -228,6 +232,7 @@ brw_create_nir(struct brw_context *brw,
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.lower_txp = ~0,
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};
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bool debug_enabled = INTEL_DEBUG & intel_debug_flag_for_shader_stage(stage);
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bool progress = false;
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nir_shader *nir;
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/* First, lower the GLSL IR or Mesa IR to NIR */
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@ -235,80 +240,63 @@ brw_create_nir(struct brw_context *brw,
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nir = glsl_to_nir(shader_prog, stage, options);
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} else {
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nir = prog_to_nir(prog, options);
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nir_convert_to_ssa(nir); /* turn registers into SSA */
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OPT_V(nir_convert_to_ssa); /* turn registers into SSA */
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}
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nir_validate_shader(nir);
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if (stage == MESA_SHADER_GEOMETRY) {
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nir_lower_gs_intrinsics(nir);
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nir_validate_shader(nir);
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OPT(nir_lower_gs_intrinsics);
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}
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nir_lower_global_vars_to_local(nir);
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nir_validate_shader(nir);
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OPT(nir_lower_global_vars_to_local);
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nir_lower_tex(nir, &tex_options);
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nir_validate_shader(nir);
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OPT_V(nir_lower_tex, &tex_options);
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nir_normalize_cubemap_coords(nir);
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nir_validate_shader(nir);
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OPT(nir_normalize_cubemap_coords);
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nir_split_var_copies(nir);
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nir_validate_shader(nir);
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OPT(nir_split_var_copies);
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nir_optimize(nir, is_scalar);
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/* Lower a bunch of stuff */
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nir_lower_var_copies(nir);
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nir_validate_shader(nir);
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OPT_V(nir_lower_var_copies);
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/* Get rid of split copies */
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nir_optimize(nir, is_scalar);
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brw_nir_lower_inputs(devinfo, nir, is_scalar);
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brw_nir_lower_outputs(nir, is_scalar);
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OPT_V(brw_nir_lower_inputs, devinfo, is_scalar);
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OPT_V(brw_nir_lower_outputs, is_scalar);
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nir_assign_var_locations(&nir->uniforms,
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&nir->num_uniforms,
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is_scalar ? type_size_scalar : type_size_vec4);
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nir_lower_io(nir, -1, is_scalar ? type_size_scalar : type_size_vec4);
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nir_validate_shader(nir);
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OPT_V(nir_lower_io, -1, is_scalar ? type_size_scalar : type_size_vec4);
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nir_remove_dead_variables(nir);
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nir_validate_shader(nir);
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OPT(nir_remove_dead_variables);
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if (shader_prog) {
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nir_lower_samplers(nir, shader_prog);
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nir_validate_shader(nir);
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OPT_V(nir_lower_samplers, shader_prog);
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}
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nir_lower_system_values(nir);
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nir_validate_shader(nir);
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OPT(nir_lower_system_values);
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if (shader_prog) {
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nir_lower_atomics(nir, shader_prog);
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nir_validate_shader(nir);
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OPT_V(nir_lower_atomics, shader_prog);
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}
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nir_optimize(nir, is_scalar);
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if (brw->gen >= 6) {
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/* Try and fuse multiply-adds */
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brw_nir_opt_peephole_ffma(nir);
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nir_validate_shader(nir);
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OPT(brw_nir_opt_peephole_ffma);
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}
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nir_opt_algebraic_late(nir);
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nir_validate_shader(nir);
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OPT(nir_opt_algebraic_late);
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nir_lower_locals_to_regs(nir);
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nir_validate_shader(nir);
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OPT(nir_lower_locals_to_regs);
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nir_lower_to_source_mods(nir);
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nir_validate_shader(nir);
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nir_copy_prop(nir);
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nir_validate_shader(nir);
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nir_opt_dce(nir);
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nir_validate_shader(nir);
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OPT_V(nir_lower_to_source_mods);
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OPT(nir_copy_prop);
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OPT(nir_opt_dce);
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if (unlikely(debug_enabled)) {
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/* Re-index SSA defs so we print more sensible numbers. */
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@ -322,17 +310,16 @@ brw_create_nir(struct brw_context *brw,
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nir_print_shader(nir, stderr);
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}
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nir_convert_from_ssa(nir, true);
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nir_validate_shader(nir);
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OPT_V(nir_convert_from_ssa, true);
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if (!is_scalar) {
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nir_move_vec_src_uses_to_dest(nir);
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nir_validate_shader(nir);
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nir_lower_vec_to_movs(nir);
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nir_validate_shader(nir);
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OPT_V(nir_move_vec_src_uses_to_dest);
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OPT(nir_lower_vec_to_movs);
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}
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/* Needed only so that OPT and OPT_V can set it */
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(void)progress;
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/* This is the last pass we run before we start emitting stuff. It
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* determines when we need to insert boolean resolves on Gen <= 5. We
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* run it last because it stashes data in instr->pass_flags and we don't
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