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

@@ -63,16 +63,16 @@ brw_compile_clip(const struct brw_compiler *compiler,
* do all three:
*/
switch (key->primitive) {
case SHADER_PRIM_TRIANGLES:
case MESA_PRIM_TRIANGLES:
if (key->do_unfilled)
brw_emit_unfilled_clip( &c );
else
brw_emit_tri_clip( &c );
break;
case SHADER_PRIM_LINES:
case MESA_PRIM_LINES:
brw_emit_line_clip( &c );
break;
case SHADER_PRIM_POINTS:
case MESA_PRIM_POINTS:
brw_emit_point_clip( &c );
break;
default:

View File

@@ -561,21 +561,21 @@ vec4_gs_visitor::gs_end_primitive()
emit(OR(dst_reg(this->control_data_bits), this->control_data_bits, mask));
}
static const GLuint gl_prim_to_hw_prim[SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY+1] = {
[SHADER_PRIM_POINTS] =_3DPRIM_POINTLIST,
[SHADER_PRIM_LINES] = _3DPRIM_LINELIST,
[SHADER_PRIM_LINE_LOOP] = _3DPRIM_LINELOOP,
[SHADER_PRIM_LINE_STRIP] = _3DPRIM_LINESTRIP,
[SHADER_PRIM_TRIANGLES] = _3DPRIM_TRILIST,
[SHADER_PRIM_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
[SHADER_PRIM_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
[SHADER_PRIM_QUADS] = _3DPRIM_QUADLIST,
[SHADER_PRIM_QUAD_STRIP] = _3DPRIM_QUADSTRIP,
[SHADER_PRIM_POLYGON] = _3DPRIM_POLYGON,
[SHADER_PRIM_LINES_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
[SHADER_PRIM_LINE_STRIP_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
[SHADER_PRIM_TRIANGLES_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
[SHADER_PRIM_TRIANGLE_STRIP_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
static const GLuint gl_prim_to_hw_prim[MESA_PRIM_TRIANGLE_STRIP_ADJACENCY+1] = {
[MESA_PRIM_POINTS] =_3DPRIM_POINTLIST,
[MESA_PRIM_LINES] = _3DPRIM_LINELIST,
[MESA_PRIM_LINE_LOOP] = _3DPRIM_LINELOOP,
[MESA_PRIM_LINE_STRIP] = _3DPRIM_LINESTRIP,
[MESA_PRIM_TRIANGLES] = _3DPRIM_TRILIST,
[MESA_PRIM_TRIANGLE_STRIP] = _3DPRIM_TRISTRIP,
[MESA_PRIM_TRIANGLE_FAN] = _3DPRIM_TRIFAN,
[MESA_PRIM_QUADS] = _3DPRIM_QUADLIST,
[MESA_PRIM_QUAD_STRIP] = _3DPRIM_QUADSTRIP,
[MESA_PRIM_POLYGON] = _3DPRIM_POLYGON,
[MESA_PRIM_LINES_ADJACENCY] = _3DPRIM_LINELIST_ADJ,
[MESA_PRIM_LINE_STRIP_ADJACENCY] = _3DPRIM_LINESTRIP_ADJ,
[MESA_PRIM_TRIANGLES_ADJACENCY] = _3DPRIM_TRILIST_ADJ,
[MESA_PRIM_TRIANGLE_STRIP_ADJACENCY] = _3DPRIM_TRISTRIP_ADJ,
};
} /* namespace brw */
@@ -635,7 +635,7 @@ brw_compile_gs(const struct brw_compiler *compiler,
nir, &prog_data->static_vertex_count, nullptr, 1u);
if (compiler->devinfo->ver >= 7) {
if (nir->info.gs.output_primitive == SHADER_PRIM_POINTS) {
if (nir->info.gs.output_primitive == MESA_PRIM_POINTS) {
/* When the output type is points, the geometry shader may output data
* to multiple streams, and EndPrimitive() has no effect. So we
* configure the hardware to interpret the control data as stream ID.