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

@@ -53,7 +53,7 @@ set_io_mask(nir_shader *shader, nir_variable *var, int offset, int len)
else
shader->info.inputs_read |= bitfield;
if (shader->stage == MESA_SHADER_FRAGMENT) {
if (shader->info.stage == MESA_SHADER_FRAGMENT) {
shader->info.fs.uses_sample_qualifier |= var->data.sample;
}
} else {
@@ -79,7 +79,7 @@ mark_whole_variable(nir_shader *shader, nir_variable *var)
{
const struct glsl_type *type = var->type;
if (nir_is_per_vertex_io(var, shader->stage)) {
if (nir_is_per_vertex_io(var, shader->info.stage)) {
assert(glsl_type_is_array(type));
type = glsl_get_array_element(type);
}
@@ -129,7 +129,7 @@ try_mask_partial_io(nir_shader *shader, nir_deref_var *deref)
nir_variable *var = deref->var;
const struct glsl_type *type = var->type;
if (nir_is_per_vertex_io(var, shader->stage)) {
if (nir_is_per_vertex_io(var, shader->info.stage)) {
assert(glsl_type_is_array(type));
type = glsl_get_array_element(type);
}
@@ -196,7 +196,7 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
switch (instr->intrinsic) {
case nir_intrinsic_discard:
case nir_intrinsic_discard_if:
assert(shader->stage == MESA_SHADER_FRAGMENT);
assert(shader->info.stage == MESA_SHADER_FRAGMENT);
shader->info.fs.uses_discard = true;
break;
@@ -214,7 +214,7 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
/* We need to track which input_reads bits correspond to a
* dvec3/dvec4 input attribute */
if (shader->stage == MESA_SHADER_VERTEX &&
if (shader->info.stage == MESA_SHADER_VERTEX &&
var->data.mode == nir_var_shader_in &&
glsl_type_is_dual_slot(glsl_without_array(var->type))) {
for (uint i = 0; i < glsl_count_attribute_slots(var->type, false); i++) {
@@ -252,7 +252,7 @@ gather_intrinsic_info(nir_intrinsic_instr *instr, nir_shader *shader)
case nir_intrinsic_end_primitive:
case nir_intrinsic_end_primitive_with_counter:
assert(shader->stage == MESA_SHADER_GEOMETRY);
assert(shader->info.stage == MESA_SHADER_GEOMETRY);
shader->info.gs.uses_end_primitive = 1;
break;
@@ -327,7 +327,7 @@ nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
shader->info.patch_inputs_read = 0;
shader->info.patch_outputs_written = 0;
shader->info.system_values_read = 0;
if (shader->stage == MESA_SHADER_FRAGMENT) {
if (shader->info.stage == MESA_SHADER_FRAGMENT) {
shader->info.fs.uses_sample_qualifier = false;
}
nir_foreach_block(block, entrypoint) {