[Mesa-dev] [PATCH 3/3] nir: Add helpers for creating variables and adding them to lists

Iago Toral itoral at igalia.com
Mon Oct 12 01:26:40 PDT 2015


On Fri, 2015-10-09 at 07:09 -0700, Jason Ekstrand wrote:
> ---
>  src/glsl/nir/glsl_to_nir.cpp   | 40 ++++---------------------
>  src/glsl/nir/nir.c             | 66 ++++++++++++++++++++++++++++++++++++++++++
>  src/glsl/nir/nir.h             | 20 +++++++++++++
>  src/mesa/program/prog_to_nir.c | 19 +++++-------
>  4 files changed, 99 insertions(+), 46 deletions(-)
> 
> diff --git a/src/glsl/nir/glsl_to_nir.cpp b/src/glsl/nir/glsl_to_nir.cpp
> index 874e361..5250080 100644
> --- a/src/glsl/nir/glsl_to_nir.cpp
> +++ b/src/glsl/nir/glsl_to_nir.cpp
> @@ -389,35 +389,10 @@ nir_visitor::visit(ir_variable *ir)
>  
>     var->interface_type = ir->get_interface_type();
>  
> -   switch (var->data.mode) {
> -   case nir_var_local:
> -      exec_list_push_tail(&impl->locals, &var->node);
> -      break;
> -
> -   case nir_var_global:
> -      exec_list_push_tail(&shader->globals, &var->node);
> -      break;
> -
> -   case nir_var_shader_in:
> -      exec_list_push_tail(&shader->inputs, &var->node);
> -      break;
> -
> -   case nir_var_shader_out:
> -      exec_list_push_tail(&shader->outputs, &var->node);
> -      break;
> -
> -   case nir_var_uniform:
> -   case nir_var_shader_storage:
> -      exec_list_push_tail(&shader->uniforms, &var->node);
> -      break;
> -
> -   case nir_var_system_value:
> -      exec_list_push_tail(&shader->system_values, &var->node);
> -      break;
> -
> -   default:
> -      unreachable("not reached");
> -   }
> +   if (var->data.mode == nir_var_local)
> +      nir_function_impl_add_variable(impl, var);
> +   else
> +      nir_shader_add_variable(shader, var);
>  
>     _mesa_hash_table_insert(var_table, ir, var);
>     this->var = var;
> @@ -2023,13 +1998,10 @@ nir_visitor::visit(ir_constant *ir)
>      * constant initializer and return a dereference.
>      */
>  
> -   nir_variable *var = ralloc(this->shader, nir_variable);
> -   var->name = ralloc_strdup(var, "const_temp");
> -   var->type = ir->type;
> -   var->data.mode = nir_var_local;
> +   nir_variable *var =
> +      nir_local_variable_create(this->impl, ir->type, "const_temp");
>     var->data.read_only = true;
>     var->constant_initializer = constant_copy(ir, var);
> -   exec_list_push_tail(&this->impl->locals, &var->node);
>  
>     this->deref_head = nir_deref_var_create(this->shader, var);
>     this->deref_tail = &this->deref_head->deref;
> diff --git a/src/glsl/nir/nir.c b/src/glsl/nir/nir.c
> index e12da80..3645726 100644
> --- a/src/glsl/nir/nir.c
> +++ b/src/glsl/nir/nir.c
> @@ -103,6 +103,72 @@ nir_reg_remove(nir_register *reg)
>     exec_node_remove(&reg->node);
>  }
>  
> +void
> +nir_shader_add_variable(nir_shader *shader, nir_variable *var)
> +{
> +   switch (var->data.mode) {
> +   case nir_var_local:
> +      assert(!"nir_shader_add_variable cannot be used for local variables");
> +      break;
> +
> +   case nir_var_global:
> +      exec_list_push_tail(&shader->globals, &var->node);
> +      break;
> +
> +   case nir_var_shader_in:
> +      exec_list_push_tail(&shader->inputs, &var->node);
> +      break;
> +
> +   case nir_var_shader_out:
> +      exec_list_push_tail(&shader->outputs, &var->node);
> +      break;
> +
> +   case nir_var_uniform:
> +   case nir_var_shader_storage:
> +      exec_list_push_tail(&shader->uniforms, &var->node);
> +      break;
> +
> +   case nir_var_system_value:
> +      exec_list_push_tail(&shader->system_values, &var->node);
> +      break;
> +   }
> +}
> +
> +nir_variable *
> +nir_variable_create(nir_shader *shader, nir_variable_mode mode,
> +                    const struct glsl_type *type, const char *name)
> +{
> +   nir_variable *var = rzalloc(shader, nir_variable);
> +   var->name = ralloc_strdup(var, name);
> +   var->type = type;
> +   var->data.mode = mode;
> +
> +   if ((mode == nir_var_shader_in && shader->stage != MESA_SHADER_VERTEX) ||
> +       (mode == nir_var_shader_out && shader->stage != MESA_SHADER_FRAGMENT))
> +      var->data.interpolation = INTERP_QUALIFIER_SMOOTH;
> +
> +   if (mode == nir_var_shader_in || mode == nir_var_uniform)
> +      var->data.read_only = true;
> +
> +   nir_shader_add_variable(shader, var);
> +
> +   return var;
> +}
> +
> +nir_variable *
> +nir_local_variable_create(nir_function_impl *impl,
> +                          const struct glsl_type *type, const char *name)
> +{
> +   nir_variable *var = rzalloc(impl->overload->function->shader, nir_variable);
> +   var->name = ralloc_strdup(var, name);
> +   var->type = type;
> +   var->data.mode = nir_var_local;
> +
> +   nir_function_impl_add_variable(impl, var);
> +
> +   return var;
> +}
> +
>  nir_function *
>  nir_function_create(nir_shader *shader, const char *name)
>  {
> diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
> index bde9f49..997e2bd 100644
> --- a/src/glsl/nir/nir.h
> +++ b/src/glsl/nir/nir.h
> @@ -1559,6 +1559,26 @@ nir_register *nir_local_reg_create(nir_function_impl *impl);
>  
>  void nir_reg_remove(nir_register *reg);
>  
> +/** Adds a variable to the appropreate list in nir_shader */
> +void nir_shader_add_variable(nir_shader *shader, nir_variable *var);
> +
> +static inline void
> +nir_function_impl_add_variable(nir_function_impl *impl, nir_variable *var)
> +{
> +   assert(var->data.mode == nir_var_local);
> +   exec_list_push_tail(&impl->locals, &var->node);
> +}
> +
> +/** creates a variable, sets a few defaults, and adds it to the list */
> +nir_variable *nir_variable_create(nir_shader *shader,
> +                                  nir_variable_mode mode,
> +                                  const struct glsl_type *type,
> +                                  const char *name);
> +/** creates a local variable and adds it to the list */
> +nir_variable *nir_local_variable_create(nir_function_impl *impl,
> +                                        const struct glsl_type *type,
> +                                        const char *name);
> +
>  /** creates a function and adds it to the shader's list of functions */
>  nir_function *nir_function_create(nir_shader *shader, const char *name);
>  
> diff --git a/src/mesa/program/prog_to_nir.c b/src/mesa/program/prog_to_nir.c
> index d9b1854..ea47f79 100644
> --- a/src/mesa/program/prog_to_nir.c
> +++ b/src/mesa/program/prog_to_nir.c
> @@ -958,11 +958,10 @@ setup_registers_and_variables(struct ptn_compile *c)
>     for (int i = 0; i < num_inputs; i++) {
>        if (!(c->prog->InputsRead & BITFIELD64_BIT(i)))
>           continue;
> -      nir_variable *var = rzalloc(shader, nir_variable);
> -      var->type = glsl_vec4_type();
> -      var->data.read_only = true;
> -      var->data.mode = nir_var_shader_in;
> -      var->name = ralloc_asprintf(var, "in_%d", i);
> +
> +      nir_variable *var =
> +         nir_variable_create(shader, nir_var_shader_in, glsl_vec4_type(),
> +                             ralloc_asprintf(var, "in_%d", i));

Isn't this leaking the name? We are going to strdup it again inside
nir_variable_create.

Other than that,
Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>

>        var->data.location = i;
>        var->data.index = 0;
>  
> @@ -992,12 +991,9 @@ setup_registers_and_variables(struct ptn_compile *c)
>              nir_ssa_def *f001 = nir_vec4(b, &load_x->dest.ssa, nir_imm_float(b, 0.0),
>                                           nir_imm_float(b, 0.0), nir_imm_float(b, 1.0));
>  
> -            nir_variable *fullvar = rzalloc(shader, nir_variable);
> -            fullvar->type = glsl_vec4_type();
> -            fullvar->data.mode = nir_var_local;
> -            fullvar->name = "fogcoord_tmp";
> -            exec_list_push_tail(&b->impl->locals, &fullvar->node);
> -
> +            nir_variable *fullvar =
> +               nir_local_variable_create(b->impl, glsl_vec4_type(),
> +                                         "fogcoord_tmp");
>              nir_intrinsic_instr *store =
>                 nir_intrinsic_instr_create(shader, nir_intrinsic_store_var);
>              store->num_components = 4;
> @@ -1015,7 +1011,6 @@ setup_registers_and_variables(struct ptn_compile *c)
>           }
>        }
>  
> -      exec_list_push_tail(&shader->inputs, &var->node);
>        c->input_vars[i] = var;
>     }
>  




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