v3dv: split out broadcom_shader_stage_to_gl() calls to improve readability

This is an inline function with a compile-constant switch, so I expect
the compiler wouldn't produce any better code like this, but for humans
it's easier to read when function calls are not embedded into other
function calls.

Signed-off-by: Eric Engestrom <eric@igalia.com>
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/21835>
This commit is contained in:
Eric Engestrom
2023-03-10 10:33:05 +00:00
committed by Eric Engestrom
parent f5d3d1e7ed
commit e29772f134

View File

@@ -352,6 +352,7 @@ shader_module_compile_to_nir(struct v3dv_device *device,
{
nir_shader *nir;
const nir_shader_compiler_options *nir_options = &v3dv_nir_options;
gl_shader_stage gl_stage = broadcom_shader_stage_to_gl(stage->stage);
if (V3D_DBG(DUMP_SPIRV) && stage->module->nir == NULL)
@@ -362,7 +363,7 @@ shader_module_compile_to_nir(struct v3dv_device *device,
* call it again here.
*/
VkResult result = vk_shader_module_to_nir(&device->vk, stage->module,
broadcom_shader_stage_to_gl(stage->stage),
gl_stage,
stage->entrypoint,
stage->spec_info,
&default_spirv_options,
@@ -370,7 +371,7 @@ shader_module_compile_to_nir(struct v3dv_device *device,
NULL, &nir);
if (result != VK_SUCCESS)
return NULL;
assert(nir->info.stage == broadcom_shader_stage_to_gl(stage->stage));
assert(nir->info.stage == gl_stage);
if (V3D_DBG(SHADERDB) && stage->module->nir == NULL) {
char sha1buf[41];
@@ -378,8 +379,7 @@ shader_module_compile_to_nir(struct v3dv_device *device,
nir->info.name = ralloc_strdup(nir, sha1buf);
}
if (V3D_DBG(NIR) ||
v3d_debug_flag_for_shader_stage(broadcom_shader_stage_to_gl(stage->stage))) {
if (V3D_DBG(NIR) || v3d_debug_flag_for_shader_stage(gl_stage)) {
fprintf(stderr, "NIR after vk_shader_module_to_nir: %s prog %d NIR:\n",
broadcom_shader_stage_name(stage->stage),
stage->program_id);
@@ -1621,9 +1621,9 @@ pipeline_compile_shader_variant(struct v3dv_pipeline_stage *p_stage,
struct v3dv_pipeline *pipeline = p_stage->pipeline;
struct v3dv_physical_device *physical_device = pipeline->device->pdevice;
const struct v3d_compiler *compiler = physical_device->compiler;
gl_shader_stage gl_stage = broadcom_shader_stage_to_gl(p_stage->stage);
if (V3D_DBG(NIR) ||
v3d_debug_flag_for_shader_stage(broadcom_shader_stage_to_gl(p_stage->stage))) {
if (V3D_DBG(NIR) || v3d_debug_flag_for_shader_stage(gl_stage)) {
fprintf(stderr, "Just before v3d_compile: %s prog %d NIR:\n",
broadcom_shader_stage_name(p_stage->stage),
p_stage->program_id);
@@ -1634,8 +1634,7 @@ pipeline_compile_shader_variant(struct v3dv_pipeline_stage *p_stage,
uint64_t *qpu_insts;
uint32_t qpu_insts_size;
struct v3d_prog_data *prog_data;
uint32_t prog_data_size =
v3d_prog_data_size(broadcom_shader_stage_to_gl(p_stage->stage));
uint32_t prog_data_size = v3d_prog_data_size(gl_stage);
qpu_insts = v3d_compile(compiler,
key, &prog_data,