nir: Rename convert_to_ssa lower_regs_to_ssa
This matches the naming of nir_lower_vars_to_ssa, the other to-SSA pass.
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194537ebe4
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@ -219,6 +219,7 @@ NIR_FILES = \
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nir/nir_lower_io_types.c \
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nir/nir_lower_passthrough_edgeflags.c \
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nir/nir_lower_phis_to_scalar.c \
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nir/nir_lower_regs_to_ssa.c \
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nir/nir_lower_returns.c \
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nir/nir_lower_samplers.c \
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nir/nir_lower_system_values.c \
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@ -258,7 +259,6 @@ NIR_FILES = \
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nir/nir_search_helpers.h \
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nir/nir_split_var_copies.c \
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nir/nir_sweep.c \
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nir/nir_to_ssa.c \
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nir/nir_to_lcssa.c \
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nir/nir_validate.c \
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nir/nir_vla.h \
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@ -2342,6 +2342,8 @@ nir_src *nir_get_io_vertex_index_src(nir_intrinsic_instr *instr);
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bool nir_is_per_vertex_io(nir_variable *var, gl_shader_stage stage);
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void nir_lower_io_types(nir_shader *shader);
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void nir_lower_regs_to_ssa_impl(nir_function_impl *impl);
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void nir_lower_regs_to_ssa(nir_shader *shader);
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void nir_lower_vars_to_ssa(nir_shader *shader);
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bool nir_remove_dead_variables(nir_shader *shader, nir_variable_mode modes);
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@ -2520,9 +2522,6 @@ void nir_loop_analyze_impl(nir_function_impl *impl,
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bool nir_ssa_defs_interfere(nir_ssa_def *a, nir_ssa_def *b);
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void nir_convert_to_ssa_impl(nir_function_impl *impl);
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void nir_convert_to_ssa(nir_shader *shader);
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bool nir_repair_ssa_impl(nir_function_impl *impl);
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bool nir_repair_ssa(nir_shader *shader);
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@ -511,7 +511,7 @@ destroy_rewrite_state(rewrite_state *state)
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}
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void
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nir_convert_to_ssa_impl(nir_function_impl *impl)
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nir_lower_regs_to_ssa_impl(nir_function_impl *impl)
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{
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nir_metadata_require(impl, nir_metadata_dominance);
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@ -531,10 +531,10 @@ nir_convert_to_ssa_impl(nir_function_impl *impl)
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}
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void
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nir_convert_to_ssa(nir_shader *shader)
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nir_lower_regs_to_ssa(nir_shader *shader)
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{
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nir_foreach_function(function, shader) {
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if (function->impl)
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nir_convert_to_ssa_impl(function->impl);
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nir_lower_regs_to_ssa_impl(function->impl);
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}
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}
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@ -247,7 +247,7 @@ nir_opt_if(nir_shader *shader)
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* need to convert registers back into SSA defs and clean up SSA defs
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* that don't dominate their uses.
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*/
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nir_convert_to_ssa_impl(function->impl);
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nir_lower_regs_to_ssa_impl(function->impl);
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progress = true;
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}
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}
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@ -556,7 +556,7 @@ nir_opt_loop_unroll_impl(nir_function_impl *impl,
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}
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if (progress)
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nir_convert_to_ssa_impl(impl);
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nir_lower_regs_to_ssa_impl(impl);
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return progress;
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}
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@ -128,7 +128,7 @@ nir_opt_trivial_continues(nir_shader *shader)
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nir_metadata_preserve(function->impl, nir_metadata_none);
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/* If that made progress, we're no longer really in SSA form. */
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nir_convert_to_ssa_impl(function->impl);
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nir_lower_regs_to_ssa_impl(function->impl);
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progress = true;
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}
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}
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@ -142,7 +142,7 @@ ir3_optimize_nir(struct ir3_shader *shader, nir_shader *s,
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}
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OPT_V(s, nir_opt_global_to_local);
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OPT_V(s, nir_convert_to_ssa);
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OPT_V(s, nir_lower_regs_to_ssa);
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if (key) {
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if (s->stage == MESA_SHADER_VERTEX) {
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@ -2409,7 +2409,7 @@ vc4_shader_state_create(struct pipe_context *pctx,
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}
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NIR_PASS_V(s, nir_opt_global_to_local);
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NIR_PASS_V(s, nir_convert_to_ssa);
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NIR_PASS_V(s, nir_lower_regs_to_ssa);
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NIR_PASS_V(s, nir_normalize_cubemap_coords);
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NIR_PASS_V(s, nir_lower_load_const_to_scalar);
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@ -84,7 +84,7 @@ brw_create_nir(struct brw_context *brw,
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nir_shader_get_entrypoint(nir), true, false);
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} else {
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nir = prog_to_nir(prog, options);
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NIR_PASS_V(nir, nir_convert_to_ssa); /* turn registers into SSA */
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NIR_PASS_V(nir, nir_lower_regs_to_ssa); /* turn registers into SSA */
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}
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nir_validate_shader(nir);
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