compiler: Rename shader_prim to mesa_prim and replace all usage of pipe_prim_type with mesa_prim

This is a prepare step to remove depends on p_defines.h in src/util/*

This is done by:
replace pipe_prim_type with mesa_prim
replace shader_prim with mesa_prim
replace PIPE_PRIM_MAX  with MESA_PRIM_COUNT
replace SHADER_PRIM_  with MESA_PRIM_
replace PIPE_PRIM_ with MESA_PRIM_

This patch only replace code only

Signed-off-by: Yonggang Luo <luoyonggang@gmail.com>
Acked-by: Marek Olšák <marek.olsak@amd.com>
Acked-by: Jesse Natalie <jenatali@microsoft.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/23369>
This commit is contained in:
Yonggang Luo
2023-06-01 23:03:34 +08:00
committed by Marge Bot
parent 5393156da4
commit 12256136e0
232 changed files with 1755 additions and 1775 deletions

View File

@@ -27,96 +27,96 @@
#include "util/u_memory.h"
static unsigned int
gs_in_prim_for_topology(enum shader_prim prim)
gs_in_prim_for_topology(enum mesa_prim prim)
{
switch (prim) {
case SHADER_PRIM_QUADS:
return SHADER_PRIM_LINES_ADJACENCY;
case MESA_PRIM_QUADS:
return MESA_PRIM_LINES_ADJACENCY;
default:
return prim;
}
}
static enum shader_prim
gs_out_prim_for_topology(enum shader_prim prim)
static enum mesa_prim
gs_out_prim_for_topology(enum mesa_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
return SHADER_PRIM_POINTS;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
case SHADER_PRIM_LINE_STRIP:
return SHADER_PRIM_LINE_STRIP;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
case SHADER_PRIM_POLYGON:
return SHADER_PRIM_TRIANGLE_STRIP;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
case SHADER_PRIM_PATCHES:
case MESA_PRIM_POINTS:
return MESA_PRIM_POINTS;
case MESA_PRIM_LINES:
case MESA_PRIM_LINE_LOOP:
case MESA_PRIM_LINES_ADJACENCY:
case MESA_PRIM_LINE_STRIP_ADJACENCY:
case MESA_PRIM_LINE_STRIP:
return MESA_PRIM_LINE_STRIP;
case MESA_PRIM_TRIANGLES:
case MESA_PRIM_TRIANGLE_STRIP:
case MESA_PRIM_TRIANGLE_FAN:
case MESA_PRIM_TRIANGLES_ADJACENCY:
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
case MESA_PRIM_POLYGON:
return MESA_PRIM_TRIANGLE_STRIP;
case MESA_PRIM_QUADS:
case MESA_PRIM_QUAD_STRIP:
case MESA_PRIM_PATCHES:
default:
return SHADER_PRIM_QUADS;
return MESA_PRIM_QUADS;
}
}
static unsigned int
vertices_for_prim(enum shader_prim prim)
vertices_for_prim(enum mesa_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
case MESA_PRIM_POINTS:
return 1;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
case SHADER_PRIM_LINE_STRIP:
case MESA_PRIM_LINES:
case MESA_PRIM_LINE_LOOP:
case MESA_PRIM_LINES_ADJACENCY:
case MESA_PRIM_LINE_STRIP_ADJACENCY:
case MESA_PRIM_LINE_STRIP:
return 2;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
case SHADER_PRIM_POLYGON:
case MESA_PRIM_TRIANGLES:
case MESA_PRIM_TRIANGLE_STRIP:
case MESA_PRIM_TRIANGLE_FAN:
case MESA_PRIM_TRIANGLES_ADJACENCY:
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
case MESA_PRIM_POLYGON:
return 3;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
case MESA_PRIM_QUADS:
case MESA_PRIM_QUAD_STRIP:
return 4;
case SHADER_PRIM_PATCHES:
case MESA_PRIM_PATCHES:
default:
unreachable("unsupported primitive for gs input");
}
}
static unsigned int
array_size_for_prim(enum shader_prim prim)
array_size_for_prim(enum mesa_prim prim)
{
switch (prim) {
case SHADER_PRIM_POINTS:
case MESA_PRIM_POINTS:
return 1;
case SHADER_PRIM_LINES:
case SHADER_PRIM_LINE_LOOP:
case SHADER_PRIM_LINE_STRIP:
case MESA_PRIM_LINES:
case MESA_PRIM_LINE_LOOP:
case MESA_PRIM_LINE_STRIP:
return 2;
case SHADER_PRIM_LINES_ADJACENCY:
case SHADER_PRIM_LINE_STRIP_ADJACENCY:
case MESA_PRIM_LINES_ADJACENCY:
case MESA_PRIM_LINE_STRIP_ADJACENCY:
return 4;
case SHADER_PRIM_TRIANGLES:
case SHADER_PRIM_TRIANGLE_STRIP:
case SHADER_PRIM_TRIANGLE_FAN:
case SHADER_PRIM_POLYGON:
case MESA_PRIM_TRIANGLES:
case MESA_PRIM_TRIANGLE_STRIP:
case MESA_PRIM_TRIANGLE_FAN:
case MESA_PRIM_POLYGON:
return 3;
case SHADER_PRIM_TRIANGLES_ADJACENCY:
case SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY:
case MESA_PRIM_TRIANGLES_ADJACENCY:
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
return 6;
case SHADER_PRIM_QUADS:
case SHADER_PRIM_QUAD_STRIP:
case MESA_PRIM_QUADS:
case MESA_PRIM_QUAD_STRIP:
return 4;
case SHADER_PRIM_PATCHES:
case MESA_PRIM_PATCHES:
default:
unreachable("unsupported primitive for gs input");
}
@@ -149,14 +149,14 @@ copy_vars(nir_builder *b, nir_deref_instr *dst, nir_deref_instr *src)
nir_shader *
nir_create_passthrough_gs(const nir_shader_compiler_options *options,
const nir_shader *prev_stage,
enum shader_prim primitive_type,
enum mesa_prim primitive_type,
bool emulate_edgeflags,
bool force_line_strip_out)
{
unsigned int vertices_out = vertices_for_prim(primitive_type);
emulate_edgeflags = emulate_edgeflags && (prev_stage->info.outputs_written & VARYING_BIT_EDGE);
bool needs_closing = (force_line_strip_out || emulate_edgeflags) && vertices_out >= 3;
enum shader_prim original_our_prim = gs_out_prim_for_topology(primitive_type);
enum mesa_prim original_our_prim = gs_out_prim_for_topology(primitive_type);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
options,
"gs passthrough");
@@ -164,7 +164,7 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
nir_shader *nir = b.shader;
nir->info.gs.input_primitive = gs_in_prim_for_topology(primitive_type);
nir->info.gs.output_primitive = (force_line_strip_out || emulate_edgeflags) ?
SHADER_PRIM_LINE_STRIP : original_our_prim;
MESA_PRIM_LINE_STRIP : original_our_prim;
nir->info.gs.vertices_in = vertices_out;
nir->info.gs.vertices_out = needs_closing ? vertices_out + 1 : vertices_out;
nir->info.gs.invocations = 1;
@@ -176,7 +176,7 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
nir->xfb_info = mem_dup(prev_stage->xfb_info, sizeof(nir_xfb_info));
}
bool handle_flat = nir->info.gs.output_primitive == SHADER_PRIM_LINE_STRIP &&
bool handle_flat = nir->info.gs.output_primitive == MESA_PRIM_LINE_STRIP &&
nir->info.gs.output_primitive != original_our_prim;
nir_variable *in_vars[VARYING_SLOT_MAX * 4];
nir_variable *out_vars[VARYING_SLOT_MAX * 4];
@@ -231,13 +231,13 @@ nir_create_passthrough_gs(const nir_shader_compiler_options *options,
unsigned int end_vert = vertices_out;
unsigned int vert_step = 1;
switch (primitive_type) {
case PIPE_PRIM_LINES_ADJACENCY:
case PIPE_PRIM_LINE_STRIP_ADJACENCY:
case MESA_PRIM_LINES_ADJACENCY:
case MESA_PRIM_LINE_STRIP_ADJACENCY:
start_vert = 1;
end_vert += 1;
break;
case PIPE_PRIM_TRIANGLES_ADJACENCY:
case PIPE_PRIM_TRIANGLE_STRIP_ADJACENCY:
case MESA_PRIM_TRIANGLES_ADJACENCY:
case MESA_PRIM_TRIANGLE_STRIP_ADJACENCY:
end_vert = 5;
vert_step = 2;
break;