mesa/ptn: Use nir_variable_create
Reviewed-by: Dave Airlie <airlied@redhat.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/5966>
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@@ -913,22 +913,21 @@ setup_registers_and_variables(struct ptn_compile *c)
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nir_register *reg = nir_local_reg_create(b->impl);
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nir_register *reg = nir_local_reg_create(b->impl);
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reg->num_components = 4;
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reg->num_components = 4;
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nir_variable *var = rzalloc(shader, nir_variable);
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const struct glsl_type *type;
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if ((c->prog->Target == GL_FRAGMENT_PROGRAM_ARB && i == FRAG_RESULT_DEPTH) ||
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if ((c->prog->Target == GL_FRAGMENT_PROGRAM_ARB && i == FRAG_RESULT_DEPTH) ||
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(c->prog->Target == GL_VERTEX_PROGRAM_ARB && i == VARYING_SLOT_FOGC) ||
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(c->prog->Target == GL_VERTEX_PROGRAM_ARB && i == VARYING_SLOT_FOGC) ||
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(c->prog->Target == GL_VERTEX_PROGRAM_ARB && i == VARYING_SLOT_PSIZ))
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(c->prog->Target == GL_VERTEX_PROGRAM_ARB && i == VARYING_SLOT_PSIZ))
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var->type = glsl_float_type();
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type = glsl_float_type();
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else
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else
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var->type = glsl_vec4_type();
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type = glsl_vec4_type();
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var->data.mode = nir_var_shader_out;
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var->name = ralloc_asprintf(var, "out_%d", i);
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nir_variable *var =
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nir_variable_create(shader, nir_var_shader_out, type,
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ralloc_asprintf(shader, "out_%d", i));
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var->data.location = i;
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var->data.location = i;
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var->data.index = 0;
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var->data.index = 0;
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c->output_regs[i] = reg;
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c->output_regs[i] = reg;
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exec_list_push_tail(&shader->outputs, &var->node);
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c->output_vars[i] = var;
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c->output_vars[i] = var;
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}
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}
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