void nir_lower_atomics(nir_shader *shader);
void nir_lower_to_source_mods(nir_shader *shader);
-void nir_normalize_cubemap_coords(nir_shader *shader);
+bool nir_normalize_cubemap_coords(nir_shader *shader);
void nir_live_variables_impl(nir_function_impl *impl);
bool nir_ssa_defs_interfere(nir_ssa_def *a, nir_ssa_def *b);
* or 1.0. This is based on the old GLSL IR based pass by Eric.
*/
+struct normalize_cubemap_state {
+ nir_builder b;
+ bool progress;
+};
+
static bool
normalize_cubemap_coords_block(nir_block *block, void *void_state)
{
- nir_builder *b = void_state;
+ struct normalize_cubemap_state *state = void_state;
+ nir_builder *b = &state->b;
nir_foreach_instr(block, instr) {
if (instr->type != nir_instr_type_tex)
nir_instr_rewrite_src(&tex->instr,
&tex->src[i].src,
nir_src_for_ssa(normalized));
+
+ state->progress = true;
}
}
return true;
}
-static void
+static bool
normalize_cubemap_coords_impl(nir_function_impl *impl)
{
- nir_builder b;
- nir_builder_init(&b, impl);
+ struct normalize_cubemap_state state;
+ nir_builder_init(&state.b, impl);
+ state.progress = false;
- nir_foreach_block(impl, normalize_cubemap_coords_block, &b);
+ nir_foreach_block(impl, normalize_cubemap_coords_block, &state);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);
+
+ return state.progress;
}
-void
+bool
nir_normalize_cubemap_coords(nir_shader *shader)
{
+ bool progress = false;
+
nir_foreach_overload(shader, overload) {
if (overload->impl)
- normalize_cubemap_coords_impl(overload->impl);
+ progress = normalize_cubemap_coords_impl(overload->impl) || progress;
}
+
+ return progress;
}