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

@@ -44,7 +44,7 @@ struct lower_multiview_state {
static nir_ssa_def *
build_instance_id(struct lower_multiview_state *state)
{
assert(state->builder.shader->stage == MESA_SHADER_VERTEX);
assert(state->builder.shader->info.stage == MESA_SHADER_VERTEX);
if (state->instance_id == NULL) {
nir_builder *b = &state->builder;
@@ -74,7 +74,7 @@ build_view_index(struct lower_multiview_state *state)
assert(state->view_mask != 0);
if (0 && _mesa_bitcount(state->view_mask) == 1) {
state->view_index = nir_imm_int(b, ffs(state->view_mask) - 1);
} else if (state->builder.shader->stage == MESA_SHADER_VERTEX) {
} else if (state->builder.shader->info.stage == MESA_SHADER_VERTEX) {
/* We only support 16 viewports */
assert((state->view_mask & 0xffff0000) == 0);
@@ -122,15 +122,15 @@ build_view_index(struct lower_multiview_state *state)
}
} else {
const struct glsl_type *type = glsl_int_type();
if (b->shader->stage == MESA_SHADER_TESS_CTRL ||
b->shader->stage == MESA_SHADER_GEOMETRY)
if (b->shader->info.stage == MESA_SHADER_TESS_CTRL ||
b->shader->info.stage == MESA_SHADER_GEOMETRY)
type = glsl_array_type(type, 1);
nir_variable *idx_var =
nir_variable_create(b->shader, nir_var_shader_in,
type, "view index");
idx_var->data.location = VARYING_SLOT_VIEW_INDEX;
if (b->shader->stage == MESA_SHADER_FRAGMENT)
if (b->shader->info.stage == MESA_SHADER_FRAGMENT)
idx_var->data.interpolation = INTERP_MODE_FLAT;
if (glsl_type_is_array(type)) {
@@ -154,7 +154,7 @@ build_view_index(struct lower_multiview_state *state)
bool
anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
{
assert(shader->stage != MESA_SHADER_COMPUTE);
assert(shader->info.stage != MESA_SHADER_COMPUTE);
/* If multiview isn't enabled, we have nothing to do. */
if (view_mask == 0)
@@ -202,7 +202,7 @@ anv_nir_lower_multiview(nir_shader *shader, uint32_t view_mask)
* available in the VS. If it's not a fragment shader, we need to pass
* the view index on to the next stage.
*/
if (shader->stage != MESA_SHADER_FRAGMENT) {
if (shader->info.stage != MESA_SHADER_FRAGMENT) {
nir_ssa_def *view_index = build_view_index(&state);
nir_builder *b = &state.builder;