nir: Get rid of nir_shader::stage

It's redundant with nir_shader::info::stage.

Acked-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Jason Ekstrand
2017-09-14 19:52:38 -07:00
committed by Jordan Justen
parent 341529dbee
commit 59fb59ad54
50 changed files with 193 additions and 187 deletions

View File

@@ -163,7 +163,7 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
* two locations. For instance, if we have in the IR code a dvec3 attr0 in
* location 0 and vec4 attr1 in location 1, in NIR attr0 will use
* locations/slots 0 and 1, and attr1 will use location/slot 2 */
if (shader->stage == MESA_SHADER_VERTEX)
if (shader->info.stage == MESA_SHADER_VERTEX)
nir_remap_attributes(shader);
shader->info.name = ralloc_asprintf(shader, "GLSL%d", shader_prog->Name);
@@ -341,12 +341,12 @@ nir_visitor::visit(ir_variable *ir)
break;
case ir_var_shader_in:
if (shader->stage == MESA_SHADER_FRAGMENT &&
if (shader->info.stage == MESA_SHADER_FRAGMENT &&
ir->data.location == VARYING_SLOT_FACE) {
/* For whatever reason, GLSL IR makes gl_FrontFacing an input */
var->data.location = SYSTEM_VALUE_FRONT_FACE;
var->data.mode = nir_var_system_value;
} else if (shader->stage == MESA_SHADER_GEOMETRY &&
} else if (shader->info.stage == MESA_SHADER_GEOMETRY &&
ir->data.location == VARYING_SLOT_PRIMITIVE_ID) {
/* For whatever reason, GLSL IR makes gl_PrimitiveIDIn an input */
var->data.location = SYSTEM_VALUE_PRIMITIVE_ID;
@@ -354,7 +354,7 @@ nir_visitor::visit(ir_variable *ir)
} else {
var->data.mode = nir_var_shader_in;
if (shader->stage == MESA_SHADER_TESS_EVAL &&
if (shader->info.stage == MESA_SHADER_TESS_EVAL &&
(ir->data.location == VARYING_SLOT_TESS_LEVEL_INNER ||
ir->data.location == VARYING_SLOT_TESS_LEVEL_OUTER)) {
var->data.compact = ir->type->without_array()->is_scalar();
@@ -372,7 +372,7 @@ nir_visitor::visit(ir_variable *ir)
case ir_var_shader_out:
var->data.mode = nir_var_shader_out;
if (shader->stage == MESA_SHADER_TESS_CTRL &&
if (shader->info.stage == MESA_SHADER_TESS_CTRL &&
(ir->data.location == VARYING_SLOT_TESS_LEVEL_INNER ||
ir->data.location == VARYING_SLOT_TESS_LEVEL_OUTER)) {
var->data.compact = ir->type->without_array()->is_scalar();