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Otherwise we can end up with IR that looks like this:
(
(declare (temporary ) vec4 f@8)
(assign (xyzw) (var_ref f@8) (var_ref f) )
(call f16 ((swiz y (var_ref f@8) )))
(assign (xyzw) (var_ref f) (var_ref f@8) )
))
When we really need:
(declare (temporary ) float inout_tmp)
(assign (x) (var_ref inout_tmp) (swiz y (var_ref f) ))
(call f16 ((var_ref inout_tmp) ))
(assign (y) (var_ref f) (swiz y (swiz xxxx (var_ref inout_tmp) )))
(declare (temporary ) void void_var)
The GLSL IR function inlining code seemed to produce correct code
even without this but we need the correct IR for GLSL IR -> NIR to
be able to understand whats going on.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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|---|---|---|
| .. | ||
| glsl | ||
| nir | ||
| spirv | ||
| .gitignore | ||
| Android.glsl.gen.mk | ||
| Android.glsl.mk | ||
| Android.mk | ||
| Android.nir.gen.mk | ||
| Android.nir.mk | ||
| blob.c | ||
| blob.h | ||
| builtin_type_macros.h | ||
| glsl_types.cpp | ||
| glsl_types.h | ||
| Makefile.am | ||
| Makefile.glsl.am | ||
| Makefile.nir.am | ||
| Makefile.sources | ||
| Makefile.spirv.am | ||
| meson.build | ||
| nir_types.cpp | ||
| nir_types.h | ||
| SConscript | ||
| SConscript.glsl | ||
| SConscript.nir | ||
| SConscript.spirv | ||
| shader_enums.c | ||
| shader_enums.h | ||
| shader_info.h | ||