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lavapipe: Convert to use nir_foreach_function_impl
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com> Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24316>
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d557169e81
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2 changed files with 11 additions and 18 deletions
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@ -133,13 +133,11 @@ lvp_find_inlinable_uniforms(struct lvp_shader *shader, nir_shader *nir)
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{
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bool ret = false;
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struct set *stores = _mesa_set_create(nir, _mesa_hash_pointer, _mesa_key_pointer_equal);
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nir_foreach_function(function, nir) {
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if (function->impl) {
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nir_metadata_require(function->impl, nir_metadata_loop_analysis, nir_var_all);
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nir_foreach_function_impl(impl, nir) {
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nir_metadata_require(impl, nir_metadata_loop_analysis, nir_var_all);
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foreach_list_typed(nir_cf_node, node, node, &function->impl->body)
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process_node(node, NULL, (uint32_t*)shader->inlines.uniform_offsets, shader->inlines.count, stores);
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}
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foreach_list_typed(nir_cf_node, node, node, &impl->body)
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process_node(node, NULL, (uint32_t*)shader->inlines.uniform_offsets, shader->inlines.count, stores);
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}
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const unsigned threshold = 5;
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set_foreach(stores, entry) {
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@ -179,10 +177,9 @@ lvp_inline_uniforms(nir_shader *nir, const struct lvp_shader *shader, const uint
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if (!shader->inlines.can_inline)
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return;
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nir_foreach_function(function, nir) {
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if (function->impl) {
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nir_builder b = nir_builder_create(function->impl);
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nir_foreach_block(block, function->impl) {
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nir_foreach_function_impl(impl, nir) {
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nir_builder b = nir_builder_create(impl);
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nir_foreach_block(block, impl) {
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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@ -259,8 +256,7 @@ lvp_inline_uniforms(nir_shader *nir, const struct lvp_shader *shader, const uint
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}
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}
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nir_metadata_preserve(function->impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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nir_metadata_preserve(impl, nir_metadata_block_index |
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nir_metadata_dominance);
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}
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}
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@ -82,11 +82,8 @@ lvp_lower_input_attachments(nir_shader *shader, bool use_fragcoord_sysval)
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assert(shader->info.stage == MESA_SHADER_FRAGMENT);
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bool progress = false;
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nir_foreach_function(function, shader) {
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if (!function->impl)
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continue;
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nir_foreach_block(block, function->impl) {
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nir_foreach_function_impl(impl, shader) {
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nir_foreach_block(block, impl) {
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nir_foreach_instr_safe(instr, block) {
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if (instr->type != nir_instr_type_intrinsic)
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continue;
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