nir_builder: Return a new builder from nir_builder_init_simple_shader().
It's a little inline function, so we can just RAII it for better ergonomics. Reviewed-by: Rhys Perry <pendingchaos02@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7323>
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@@ -42,9 +42,7 @@ static nir_shader *
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build_nir_vertex_shader(void)
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
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nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs");
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nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
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@@ -111,9 +109,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
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{
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char shader_name[64];
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
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sprintf(shader_name, "meta_blit_fs.%d", tex_dim);
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b.shader->info.name = ralloc_strdup(b.shader, shader_name);
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@@ -169,9 +165,7 @@ build_nir_copy_fragment_shader_depth(enum glsl_sampler_dim tex_dim)
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{
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char shader_name[64];
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
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sprintf(shader_name, "meta_blit_depth_fs.%d", tex_dim);
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b.shader->info.name = ralloc_strdup(b.shader, shader_name);
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@@ -227,9 +221,7 @@ build_nir_copy_fragment_shader_stencil(enum glsl_sampler_dim tex_dim)
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{
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char shader_name[64];
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
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sprintf(shader_name, "meta_blit_stencil_fs.%d", tex_dim);
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b.shader->info.name = ralloc_strdup(b.shader, shader_name);
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