nir/builder: Add a name format arg to nir_builder_init_simple_shader().
This cleans up a bunch of gross sprintfs and keeps the caller from needing to remember to ralloc_strdup. I added a couple of '"%s", name ? name : ""' to radv where I didn't fully trace through whether a non-null name was being passed in. I also took the liberty of adding a basic name to a few shaders (pan_blit, unit tests) Reviewed-by: Rhys Perry <pendingchaos02@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7323>
This commit is contained in:
@@ -548,8 +548,7 @@ radv_meta_build_nir_vs_generate_vertices(void)
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nir_variable *v_position;
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_vs_gen_verts");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_vs_gen_verts");
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nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
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@@ -565,9 +564,7 @@ radv_meta_build_nir_vs_generate_vertices(void)
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nir_shader *
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radv_meta_build_nir_fs_noop(void)
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{
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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b.shader->info.name = ralloc_asprintf(b.shader,
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"meta_noop_fs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_noop_fs");
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return b.shader;
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}
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@@ -42,8 +42,7 @@ static nir_shader *
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build_nir_vertex_shader(void)
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_blit_vs");
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nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
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vec4, "gl_Position");
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@@ -107,12 +106,8 @@ build_nir_vertex_shader(void)
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static nir_shader *
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build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
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{
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char shader_name[64];
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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sprintf(shader_name, "meta_blit_fs.%d", tex_dim);
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b.shader->info.name = ralloc_strdup(b.shader, shader_name);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_blit_fs.%d", tex_dim);
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec4, "v_tex_pos");
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@@ -163,12 +158,8 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
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static nir_shader *
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build_nir_copy_fragment_shader_depth(enum glsl_sampler_dim tex_dim)
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{
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char shader_name[64];
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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sprintf(shader_name, "meta_blit_depth_fs.%d", tex_dim);
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b.shader->info.name = ralloc_strdup(b.shader, shader_name);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_blit_depth_fs.%d", tex_dim);
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec4, "v_tex_pos");
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@@ -219,12 +210,8 @@ build_nir_copy_fragment_shader_depth(enum glsl_sampler_dim tex_dim)
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static nir_shader *
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build_nir_copy_fragment_shader_stencil(enum glsl_sampler_dim tex_dim)
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{
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char shader_name[64];
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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sprintf(shader_name, "meta_blit_stencil_fs.%d", tex_dim);
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b.shader->info.name = ralloc_strdup(b.shader, shader_name);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_blit_stencil_fs.%d", tex_dim);
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec4, "v_tex_pos");
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@@ -428,8 +428,7 @@ build_nir_vertex_shader(void)
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_vs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_blit2d_vs");
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nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
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vec4, "gl_Position");
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@@ -601,8 +600,7 @@ build_nir_copy_fragment_shader(struct radv_device *device,
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, name);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "%s", name);
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec2, "v_tex_pos");
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@@ -628,8 +626,7 @@ build_nir_copy_fragment_shader_depth(struct radv_device *device,
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, name);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "%s", name);
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec2, "v_tex_pos");
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@@ -655,8 +652,7 @@ build_nir_copy_fragment_shader_stencil(struct radv_device *device,
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, name);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "%s", name);
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec2, "v_tex_pos");
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@@ -7,8 +7,8 @@
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static nir_shader *
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build_buffer_fill_shader(struct radv_device *dev)
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{
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_buffer_fill");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL,
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"meta_buffer_fill");
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b.shader->info.cs.local_size[0] = 64;
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b.shader->info.cs.local_size[1] = 1;
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b.shader->info.cs.local_size[2] = 1;
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@@ -53,8 +53,8 @@ build_buffer_fill_shader(struct radv_device *dev)
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static nir_shader *
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build_buffer_copy_shader(struct radv_device *dev)
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{
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_buffer_copy");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL,
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"meta_buffer_copy");
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b.shader->info.cs.local_size[0] = 64;
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b.shader->info.cs.local_size[1] = 1;
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b.shader->info.cs.local_size[2] = 1;
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@@ -43,8 +43,7 @@ build_nir_itob_compute_shader(struct radv_device *dev, bool is_3d)
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const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
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false,
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GLSL_TYPE_FLOAT);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itob_cs_3d" : "meta_itob_cs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, is_3d ? "meta_itob_cs_3d" : "meta_itob_cs");
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b.shader->info.cs.local_size[0] = 16;
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b.shader->info.cs.local_size[1] = 16;
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b.shader->info.cs.local_size[2] = 1;
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@@ -271,8 +270,7 @@ build_nir_btoi_compute_shader(struct radv_device *dev, bool is_3d)
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const struct glsl_type *img_type = glsl_image_type(dim,
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false,
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GLSL_TYPE_FLOAT);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_btoi_cs_3d" : "meta_btoi_cs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, is_3d ? "meta_btoi_cs_3d" : "meta_btoi_cs");
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b.shader->info.cs.local_size[0] = 16;
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b.shader->info.cs.local_size[1] = 16;
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b.shader->info.cs.local_size[2] = 1;
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@@ -492,8 +490,7 @@ build_nir_btoi_r32g32b32_compute_shader(struct radv_device *dev)
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const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
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false,
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GLSL_TYPE_FLOAT);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_btoi_r32g32b32_cs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_btoi_r32g32b32_cs");
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b.shader->info.cs.local_size[0] = 16;
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b.shader->info.cs.local_size[1] = 16;
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b.shader->info.cs.local_size[2] = 1;
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@@ -699,8 +696,7 @@ build_nir_itoi_compute_shader(struct radv_device *dev, bool is_3d)
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const struct glsl_type *img_type = glsl_image_type(dim,
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false,
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GLSL_TYPE_FLOAT);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itoi_cs_3d" : "meta_itoi_cs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, is_3d ? "meta_itoi_cs_3d" : "meta_itoi_cs");
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b.shader->info.cs.local_size[0] = 16;
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b.shader->info.cs.local_size[1] = 16;
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b.shader->info.cs.local_size[2] = 1;
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@@ -915,8 +911,7 @@ build_nir_itoi_r32g32b32_compute_shader(struct radv_device *dev)
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const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
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false,
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GLSL_TYPE_FLOAT);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_itoi_r32g32b32_cs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_itoi_r32g32b32_cs");
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b.shader->info.cs.local_size[0] = 16;
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b.shader->info.cs.local_size[1] = 16;
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b.shader->info.cs.local_size[2] = 1;
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@@ -1125,8 +1120,7 @@ build_nir_cleari_compute_shader(struct radv_device *dev, bool is_3d)
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const struct glsl_type *img_type = glsl_image_type(dim,
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false,
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GLSL_TYPE_FLOAT);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_cleari_cs_3d" : "meta_cleari_cs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, is_3d ? "meta_cleari_cs_3d" : "meta_cleari_cs");
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b.shader->info.cs.local_size[0] = 16;
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b.shader->info.cs.local_size[1] = 16;
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b.shader->info.cs.local_size[2] = 1;
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@@ -1316,8 +1310,7 @@ build_nir_cleari_r32g32b32_compute_shader(struct radv_device *dev)
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const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
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false,
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GLSL_TYPE_FLOAT);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_cleari_r32g32b32_cs");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_cleari_r32g32b32_cs");
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b.shader->info.cs.local_size[0] = 16;
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b.shader->info.cs.local_size[1] = 16;
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b.shader->info.cs.local_size[2] = 1;
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@@ -40,11 +40,8 @@ build_color_shaders(struct nir_shader **out_vs,
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struct nir_shader **out_fs,
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uint32_t frag_output)
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{
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nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
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nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs");
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fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs");
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nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_clear_color_vs");
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nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_clear_color_fs");
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const struct glsl_type *position_type = glsl_vec4_type();
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const struct glsl_type *color_type = glsl_vec4_type();
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@@ -504,15 +501,13 @@ build_depthstencil_shader(struct nir_shader **out_vs,
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struct nir_shader **out_fs,
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bool unrestricted)
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{
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nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
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nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
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vs_b.shader->info.name = ralloc_strdup(vs_b.shader,
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nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL,
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unrestricted ? "meta_clear_depthstencil_unrestricted_vs"
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: "meta_clear_depthstencil_vs");
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fs_b.shader->info.name = ralloc_strdup(fs_b.shader,
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nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL,
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unrestricted ? "meta_clear_depthstencil_unrestricted_fs"
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: "meta_clear_depthstencil_fs");
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const struct glsl_type *position_out_type = glsl_vec4_type();
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nir_variable *vs_out_pos =
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@@ -1161,8 +1156,7 @@ radv_fast_clear_depth(struct radv_cmd_buffer *cmd_buffer,
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static nir_shader *
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build_clear_htile_mask_shader()
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{
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_clear_htile_mask");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_clear_htile_mask");
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b.shader->info.cs.local_size[0] = 64;
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b.shader->info.cs.local_size[1] = 1;
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b.shader->info.cs.local_size[2] = 1;
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@@ -40,8 +40,7 @@ build_dcc_decompress_compute_shader(struct radv_device *dev)
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false,
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GLSL_TYPE_FLOAT);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "dcc_decompress_compute");
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "dcc_decompress_compute");
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/* We need at least 16/16/1 to cover an entire DCC block in a single workgroup. */
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b.shader->info.cs.local_size[0] = 16;
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@@ -29,7 +29,6 @@
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static nir_shader *
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build_fmask_expand_compute_shader(struct radv_device *device, int samples)
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{
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char name[64];
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const struct glsl_type *type =
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glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false,
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GLSL_TYPE_FLOAT);
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@@ -37,10 +36,7 @@ build_fmask_expand_compute_shader(struct radv_device *device, int samples)
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glsl_image_type(GLSL_SAMPLER_DIM_MS, false,
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GLSL_TYPE_FLOAT);
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snprintf(name, 64, "meta_fmask_expand_cs-%d", samples);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, name);
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nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_fmask_expand_cs-%d", samples);
|
||||
b.shader->info.cs.local_size[0] = 16;
|
||||
b.shader->info.cs.local_size[1] = 16;
|
||||
b.shader->info.cs.local_size[2] = 1;
|
||||
|
@@ -37,9 +37,7 @@ build_nir_fs(void)
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
nir_variable *f_color; /* vec4, fragment output color */
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
|
||||
b.shader->info.name = ralloc_asprintf(b.shader,
|
||||
"meta_resolve_fs");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_resolve_fs");
|
||||
|
||||
f_color = nir_variable_create(b.shader, nir_var_shader_out, vec4,
|
||||
"f_color");
|
||||
|
@@ -67,7 +67,6 @@ static nir_ssa_def *radv_meta_build_resolve_srgb_conversion(nir_builder *b,
|
||||
static nir_shader *
|
||||
build_resolve_compute_shader(struct radv_device *dev, bool is_integer, bool is_srgb, int samples)
|
||||
{
|
||||
char name[64];
|
||||
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS,
|
||||
false,
|
||||
false,
|
||||
@@ -75,9 +74,10 @@ build_resolve_compute_shader(struct radv_device *dev, bool is_integer, bool is_s
|
||||
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_2D,
|
||||
false,
|
||||
GLSL_TYPE_FLOAT);
|
||||
snprintf(name, 64, "meta_resolve_cs-%d-%s", samples, is_integer ? "int" : (is_srgb ? "srgb" : "float"));
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, name);
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL,
|
||||
"meta_resolve_cs-%d-%s",
|
||||
samples,
|
||||
is_integer ? "int" : (is_srgb ? "srgb" : "float"));
|
||||
b.shader->info.cs.local_size[0] = 16;
|
||||
b.shader->info.cs.local_size[1] = 16;
|
||||
b.shader->info.cs.local_size[2] = 1;
|
||||
@@ -165,7 +165,6 @@ build_depth_stencil_resolve_compute_shader(struct radv_device *dev, int samples,
|
||||
int index,
|
||||
VkResolveModeFlagBits resolve_mode)
|
||||
{
|
||||
char name[64];
|
||||
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS,
|
||||
false,
|
||||
false,
|
||||
@@ -173,12 +172,11 @@ build_depth_stencil_resolve_compute_shader(struct radv_device *dev, int samples,
|
||||
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_2D,
|
||||
false,
|
||||
GLSL_TYPE_FLOAT);
|
||||
snprintf(name, 64, "meta_resolve_cs_%s-%s-%d",
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL,
|
||||
"meta_resolve_cs_%s-%s-%d",
|
||||
index == DEPTH_RESOLVE ? "depth" : "stencil",
|
||||
get_resolve_mode_str(resolve_mode), samples);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, name);
|
||||
b.shader->info.cs.local_size[0] = 16;
|
||||
b.shader->info.cs.local_size[1] = 16;
|
||||
b.shader->info.cs.local_size[2] = 1;
|
||||
|
@@ -35,8 +35,7 @@ static nir_shader *
|
||||
build_nir_vertex_shader(void)
|
||||
{
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "meta_resolve_vs");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_resolve_vs");
|
||||
|
||||
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
|
||||
vec4, "gl_Position");
|
||||
@@ -51,16 +50,13 @@ build_nir_vertex_shader(void)
|
||||
static nir_shader *
|
||||
build_resolve_fragment_shader(struct radv_device *dev, bool is_integer, int samples)
|
||||
{
|
||||
char name[64];
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS,
|
||||
false,
|
||||
false,
|
||||
GLSL_TYPE_FLOAT);
|
||||
|
||||
snprintf(name, 64, "meta_resolve_fs-%d-%s", samples, is_integer ? "int" : "float");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, name);
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_resolve_fs-%d-%s", samples, is_integer ? "int" : "float");
|
||||
|
||||
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
|
||||
sampler_type, "s_tex");
|
||||
@@ -356,20 +352,17 @@ build_depth_stencil_resolve_fragment_shader(struct radv_device *dev, int samples
|
||||
int index,
|
||||
VkResolveModeFlagBits resolve_mode)
|
||||
{
|
||||
char name[64];
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_2D,
|
||||
false,
|
||||
false,
|
||||
GLSL_TYPE_FLOAT);
|
||||
|
||||
snprintf(name, 64, "meta_resolve_fs_%s-%s-%d",
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL,
|
||||
"meta_resolve_fs_%s-%s-%d",
|
||||
index == DEPTH_RESOLVE ? "depth" : "stencil",
|
||||
get_resolve_mode_str(resolve_mode), samples);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, name);
|
||||
|
||||
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
|
||||
sampler_type, "s_tex");
|
||||
input_img->data.descriptor_set = 0;
|
||||
|
@@ -3073,8 +3073,7 @@ VkResult radv_create_shaders(struct radv_pipeline *pipeline,
|
||||
}
|
||||
|
||||
if (!modules[MESA_SHADER_FRAGMENT] && !modules[MESA_SHADER_COMPUTE]) {
|
||||
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
|
||||
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
|
||||
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "noop_fs");
|
||||
fs_m.nir = fs_b.shader;
|
||||
modules[MESA_SHADER_FRAGMENT] = &fs_m;
|
||||
}
|
||||
|
@@ -153,8 +153,7 @@ build_occlusion_query_shader(struct radv_device *device) {
|
||||
* }
|
||||
* }
|
||||
*/
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "occlusion_query");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "occlusion_query");
|
||||
b.shader->info.cs.local_size[0] = 64;
|
||||
b.shader->info.cs.local_size[1] = 1;
|
||||
b.shader->info.cs.local_size[2] = 1;
|
||||
@@ -320,8 +319,7 @@ build_pipeline_statistics_query_shader(struct radv_device *device) {
|
||||
* }
|
||||
* }
|
||||
*/
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "pipeline_statistics_query");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "pipeline_statistics_query");
|
||||
b.shader->info.cs.local_size[0] = 64;
|
||||
b.shader->info.cs.local_size[1] = 1;
|
||||
b.shader->info.cs.local_size[2] = 1;
|
||||
@@ -514,8 +512,7 @@ build_tfb_query_shader(struct radv_device *device)
|
||||
* }
|
||||
* }
|
||||
*/
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "tfb_query");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "tfb_query");
|
||||
b.shader->info.cs.local_size[0] = 64;
|
||||
b.shader->info.cs.local_size[1] = 1;
|
||||
b.shader->info.cs.local_size[2] = 1;
|
||||
@@ -692,8 +689,7 @@ build_timestamp_query_shader(struct radv_device *device)
|
||||
* }
|
||||
* }
|
||||
*/
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "timestamp_query");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "timestamp_query");
|
||||
b.shader->info.cs.local_size[0] = 64;
|
||||
b.shader->info.cs.local_size[1] = 1;
|
||||
b.shader->info.cs.local_size[2] = 1;
|
||||
|
@@ -1403,8 +1403,7 @@ radv_create_trap_handler_shader(struct radv_device *device)
|
||||
struct radv_shader_binary *binary = NULL;
|
||||
struct radv_shader_info info = {0};
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "meta_trap_handler");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_trap_handler");
|
||||
|
||||
options.explicit_scratch_args = true;
|
||||
info.wave_size = 64;
|
||||
|
@@ -130,8 +130,8 @@ static nir_shader *
|
||||
get_clear_rect_vs()
|
||||
{
|
||||
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "meta clear vs");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options,
|
||||
"meta clear vs");
|
||||
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
nir_variable *vs_out_pos =
|
||||
@@ -148,8 +148,8 @@ static nir_shader *
|
||||
get_color_clear_rect_fs(uint32_t rt_idx, VkFormat format)
|
||||
{
|
||||
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "meta clear fs");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
|
||||
"meta clear fs");
|
||||
|
||||
enum pipe_format pformat = vk_format_to_pipe_format(format);
|
||||
const struct glsl_type *fs_out_type =
|
||||
@@ -177,8 +177,8 @@ static nir_shader *
|
||||
get_depth_clear_rect_fs()
|
||||
{
|
||||
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "meta depth clear fs");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
|
||||
"meta depth clear fs");
|
||||
|
||||
nir_variable *fs_out_depth =
|
||||
nir_variable_create(b.shader, nir_var_shader_out, glsl_float_type(),
|
||||
|
@@ -3493,8 +3493,8 @@ static nir_shader *
|
||||
get_blit_vs()
|
||||
{
|
||||
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "meta blit vs");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options,
|
||||
"meta blit vs");
|
||||
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
|
||||
@@ -3538,8 +3538,8 @@ get_color_blit_fs(struct v3dv_device *device,
|
||||
enum glsl_sampler_dim sampler_dim)
|
||||
{
|
||||
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "meta blit fs");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
|
||||
"meta blit fs");
|
||||
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
|
||||
|
@@ -1996,8 +1996,8 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline,
|
||||
/* Add a no-op fragment shader if needed */
|
||||
if (!pipeline->fs) {
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
|
||||
&v3dv_nir_options);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "noop_fs");
|
||||
&v3dv_nir_options,
|
||||
"noop_fs");
|
||||
|
||||
struct v3dv_pipeline_stage *p_stage =
|
||||
vk_zalloc2(&device->alloc, pAllocator, sizeof(*p_stage), 8,
|
||||
|
@@ -53,14 +53,23 @@ nir_builder_init(nir_builder *build, nir_function_impl *impl)
|
||||
build->shader = impl->function->shader;
|
||||
}
|
||||
|
||||
static inline nir_builder MUST_CHECK
|
||||
static inline nir_builder MUST_CHECK PRINTFLIKE(3, 4)
|
||||
nir_builder_init_simple_shader(gl_shader_stage stage,
|
||||
const nir_shader_compiler_options *options)
|
||||
const nir_shader_compiler_options *options,
|
||||
const char *name, ...)
|
||||
{
|
||||
nir_builder b;
|
||||
|
||||
memset(&b, 0, sizeof(b));
|
||||
b.shader = nir_shader_create(NULL, stage, options, NULL);
|
||||
|
||||
if (name) {
|
||||
va_list args;
|
||||
va_start(args, name);
|
||||
b.shader->info.name = ralloc_vasprintf(b.shader, name, args);
|
||||
va_end(args);
|
||||
}
|
||||
|
||||
nir_function *func = nir_function_create(b.shader, "main");
|
||||
func->is_entrypoint = true;
|
||||
b.exact = false;
|
||||
|
@@ -75,7 +75,7 @@ nir_builder_test::nir_builder_test()
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
static const nir_shader_compiler_options options = { };
|
||||
_b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options);
|
||||
_b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options, "builder test");
|
||||
b = &_b;
|
||||
}
|
||||
|
||||
|
@@ -31,7 +31,8 @@ protected:
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
static const nir_shader_compiler_options options = { };
|
||||
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
|
||||
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options,
|
||||
"comparison test");
|
||||
|
||||
v1 = nir_imm_vec4(&bld, -2.0, -1.0, 1.0, 2.0);
|
||||
v2 = nir_imm_vec4(&bld, 2.0, 1.0, -1.0, -2.0);
|
||||
|
@@ -37,7 +37,7 @@ nir_cf_test::nir_cf_test()
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
static const nir_shader_compiler_options options = { };
|
||||
b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
|
||||
b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options, "cf test");
|
||||
}
|
||||
|
||||
nir_cf_test::~nir_cf_test()
|
||||
|
@@ -89,7 +89,7 @@ nir_load_store_vectorize_test::nir_load_store_vectorize_test()
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
static const nir_shader_compiler_options options = { };
|
||||
_b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options);
|
||||
_b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options, "load store tests");
|
||||
b = &_b;
|
||||
}
|
||||
|
||||
|
@@ -39,7 +39,7 @@ nir_opt_lower_returns_test::nir_opt_lower_returns_test()
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
static const nir_shader_compiler_options options = { };
|
||||
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
|
||||
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options, "lower returns test");
|
||||
|
||||
nir_variable *var = nir_variable_create(bld.shader, nir_var_shader_in, glsl_int_type(), "in");
|
||||
in_def = nir_load_var(&bld, var);
|
||||
|
@@ -57,7 +57,8 @@ protected:
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
static const nir_shader_compiler_options options = { };
|
||||
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
|
||||
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options,
|
||||
"negative equal tests");
|
||||
memset(c1, 0, sizeof(c1));
|
||||
memset(c2, 0, sizeof(c2));
|
||||
}
|
||||
|
@@ -40,7 +40,7 @@ nir_opt_if_test::nir_opt_if_test()
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
static const nir_shader_compiler_options options = { };
|
||||
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
|
||||
bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options, "if test");
|
||||
|
||||
nir_variable *var = nir_variable_create(bld.shader, nir_var_shader_in, glsl_int_type(), "in");
|
||||
in_def = nir_load_var(&bld, var);
|
||||
|
@@ -48,7 +48,7 @@ nir_serialize_test::nir_serialize_test()
|
||||
{
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
_b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options);
|
||||
_b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options, "serialize test");
|
||||
b = &_b;
|
||||
}
|
||||
|
||||
|
@@ -102,7 +102,8 @@ nir_vars_test::nir_vars_test()
|
||||
glsl_type_singleton_init_or_ref();
|
||||
|
||||
static const nir_shader_compiler_options options = { };
|
||||
_b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options);
|
||||
_b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options,
|
||||
"vars test");
|
||||
b = &_b;
|
||||
lin_ctx = linear_alloc_parent(b->shader, 0);
|
||||
}
|
||||
|
@@ -2059,8 +2059,8 @@ tu_pipeline_builder_compile_shaders(struct tu_pipeline_builder *builder,
|
||||
const nir_shader_compiler_options *nir_options =
|
||||
ir3_get_compiler_options(builder->device->compiler);
|
||||
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
|
||||
nir_options);
|
||||
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
|
||||
nir_options,
|
||||
"noop_fs");
|
||||
nir[MESA_SHADER_FRAGMENT] = fs_b.shader;
|
||||
}
|
||||
|
||||
|
@@ -2300,7 +2300,7 @@ ttn_compile_init(const void *tgsi_tokens,
|
||||
}
|
||||
|
||||
c->build = nir_builder_init_simple_shader(tgsi_processor_to_shader_stage(scan.processor),
|
||||
options);
|
||||
options, "TTN");
|
||||
|
||||
s = c->build.shader;
|
||||
|
||||
|
@@ -199,8 +199,8 @@ static void *vc4_get_yuv_vs(struct pipe_context *pctx)
|
||||
PIPE_SHADER_IR_NIR,
|
||||
PIPE_SHADER_VERTEX);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "linear_blit_vs");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options,
|
||||
"linear_blit_vs");
|
||||
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
|
||||
@@ -246,8 +246,7 @@ static void *vc4_get_yuv_fs(struct pipe_context *pctx, int cpp)
|
||||
PIPE_SHADER_FRAGMENT);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
|
||||
options);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, name);
|
||||
options, "%s", name);
|
||||
|
||||
const struct glsl_type *vec4 = glsl_vec4_type();
|
||||
const struct glsl_type *glsl_int = glsl_int_type();
|
||||
|
@@ -789,8 +789,8 @@ lvp_graphics_pipeline_init(struct lvp_pipeline *pipeline,
|
||||
|
||||
if (has_fragment_shader == false) {
|
||||
/* create a dummy fragment shader for this pipeline. */
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
|
||||
b.shader->info.name = ralloc_strdup(b.shader, "dummy_frag");
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL,
|
||||
"dummy_frag");
|
||||
|
||||
pipeline->pipeline_nir[MESA_SHADER_FRAGMENT] = b.shader;
|
||||
struct pipe_shader_state shstate = {};
|
||||
|
@@ -29,10 +29,8 @@ blorp_nir_init_shader(nir_builder *b,
|
||||
gl_shader_stage stage,
|
||||
const char *name)
|
||||
{
|
||||
*b = nir_builder_init_simple_shader(stage, NULL);
|
||||
*b = nir_builder_init_simple_shader(stage, NULL, "%s", name ? name : "");
|
||||
ralloc_adopt(mem_ctx, b->shader);
|
||||
if (name != NULL)
|
||||
b->shader->info.name = ralloc_strdup(b->shader, name);
|
||||
if (stage == MESA_SHADER_FRAGMENT)
|
||||
b->shader->info.fs.origin_upper_left = true;
|
||||
}
|
||||
|
@@ -1476,7 +1476,7 @@ brw_nir_create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compile
|
||||
const struct brw_tcs_prog_key *key)
|
||||
{
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_TESS_CTRL,
|
||||
options);
|
||||
options, "passthrough TCS");
|
||||
ralloc_adopt(mem_ctx, b.shader);
|
||||
nir_shader *nir = b.shader;
|
||||
nir_variable *var;
|
||||
@@ -1489,7 +1489,6 @@ brw_nir_create_passthrough_tcs(void *mem_ctx, const struct brw_compiler *compile
|
||||
~(VARYING_BIT_TESS_LEVEL_INNER | VARYING_BIT_TESS_LEVEL_OUTER);
|
||||
nir->info.outputs_written = key->outputs_written;
|
||||
nir->info.tess.tcs_vertices_out = key->input_vertices;
|
||||
nir->info.name = ralloc_strdup(nir, "passthrough");
|
||||
nir->num_uniforms = 8 * sizeof(uint32_t);
|
||||
|
||||
var = nir_variable_create(nir, nir_var_uniform, glsl_vec4_type(), "hdr_0");
|
||||
|
@@ -969,7 +969,8 @@ prog_to_nir(const struct gl_program *prog,
|
||||
return NULL;
|
||||
c->prog = prog;
|
||||
|
||||
c->build = nir_builder_init_simple_shader(stage, options);
|
||||
c->build = nir_builder_init_simple_shader(stage, options,
|
||||
"ARB%d", prog->Id);
|
||||
|
||||
/* Copy the shader_info from the gl_program */
|
||||
c->build.shader->info = prog->info;
|
||||
@@ -997,7 +998,6 @@ prog_to_nir(const struct gl_program *prog,
|
||||
|
||||
ptn_add_output_stores(c);
|
||||
|
||||
s->info.name = ralloc_asprintf(s, "ARB%d", prog->Id);
|
||||
s->info.num_textures = util_last_bit(prog->SamplersUsed);
|
||||
s->info.num_ubos = 0;
|
||||
s->info.num_abos = 0;
|
||||
|
@@ -151,7 +151,10 @@ make_drawpix_z_stencil_program_nir(struct st_context *st,
|
||||
const nir_shader_compiler_options *options =
|
||||
st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
|
||||
"drawpixels %s%s",
|
||||
write_depth ? "Z" : "",
|
||||
write_stencil ? "S" : "");
|
||||
|
||||
nir_variable *texcoord =
|
||||
nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(2),
|
||||
@@ -190,11 +193,7 @@ make_drawpix_z_stencil_program_nir(struct st_context *st,
|
||||
nir_store_var(&b, out, stencil, 0x1);
|
||||
}
|
||||
|
||||
char name[14];
|
||||
snprintf(name, 14, "drawpixels %s%s",
|
||||
write_depth ? "Z" : "", write_stencil ? "S" : "");
|
||||
|
||||
return st_nir_finish_builtin_shader(st, b.shader, name);
|
||||
return st_nir_finish_builtin_shader(st, b.shader);
|
||||
}
|
||||
|
||||
static void *
|
||||
@@ -204,7 +203,8 @@ make_drawpix_zs_to_color_program_nir(struct st_context *st,
|
||||
const nir_shader_compiler_options *options =
|
||||
st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
|
||||
"copypixels ZStoC");
|
||||
|
||||
nir_variable *texcoord =
|
||||
nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(2),
|
||||
@@ -249,10 +249,7 @@ make_drawpix_zs_to_color_program_nir(struct st_context *st,
|
||||
nir_store_var(&b, color_out, swizzled_ds, 0xf);
|
||||
}
|
||||
|
||||
char name[17];
|
||||
snprintf(name, 17, "copypixels ZStoC");
|
||||
|
||||
return st_nir_finish_builtin_shader(st, b.shader, name);
|
||||
return st_nir_finish_builtin_shader(st, b.shader);
|
||||
}
|
||||
|
||||
|
||||
|
@@ -62,8 +62,7 @@ void st_nir_lower_uniforms(struct st_context *st, struct nir_shader *nir);
|
||||
|
||||
struct pipe_shader_state *
|
||||
st_nir_finish_builtin_shader(struct st_context *st,
|
||||
struct nir_shader *nir,
|
||||
const char *name);
|
||||
struct nir_shader *nir);
|
||||
|
||||
struct pipe_shader_state *
|
||||
st_nir_make_passthrough_shader(struct st_context *st,
|
||||
|
@@ -29,15 +29,13 @@
|
||||
|
||||
struct pipe_shader_state *
|
||||
st_nir_finish_builtin_shader(struct st_context *st,
|
||||
nir_shader *nir,
|
||||
const char *name)
|
||||
nir_shader *nir)
|
||||
{
|
||||
struct pipe_context *pipe = st->pipe;
|
||||
struct pipe_screen *screen = pipe->screen;
|
||||
gl_shader_stage stage = nir->info.stage;
|
||||
enum pipe_shader_type sh = pipe_shader_type_from_mesa(stage);
|
||||
|
||||
nir->info.name = ralloc_strdup(nir, name);
|
||||
nir->info.separate_shader = true;
|
||||
if (stage == MESA_SHADER_FRAGMENT)
|
||||
nir->info.fs.untyped_color_outputs = true;
|
||||
@@ -117,7 +115,8 @@ st_nir_make_passthrough_shader(struct st_context *st,
|
||||
const nir_shader_compiler_options *options =
|
||||
st_get_nir_compiler_options(st, stage);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(stage, options);
|
||||
nir_builder b = nir_builder_init_simple_shader(stage, options,
|
||||
"%s", shader_name);
|
||||
|
||||
char var_name[15];
|
||||
|
||||
@@ -144,5 +143,5 @@ st_nir_make_passthrough_shader(struct st_context *st,
|
||||
nir_copy_var(&b, out, in);
|
||||
}
|
||||
|
||||
return st_nir_finish_builtin_shader(st, b.shader, shader_name);
|
||||
return st_nir_finish_builtin_shader(st, b.shader);
|
||||
}
|
||||
|
@@ -296,7 +296,8 @@ st_pbo_create_vs(struct st_context *st)
|
||||
const nir_shader_compiler_options *options =
|
||||
st_get_nir_compiler_options(st, MESA_SHADER_VERTEX);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options);
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options,
|
||||
"st/pbo VS");
|
||||
|
||||
nir_variable *in_pos = nir_variable_create(b.shader, nir_var_shader_in,
|
||||
vec4, "in_pos");
|
||||
@@ -332,7 +333,7 @@ st_pbo_create_vs(struct st_context *st)
|
||||
}
|
||||
}
|
||||
|
||||
return st_nir_finish_builtin_shader(st, b.shader, "st/pbo VS");
|
||||
return st_nir_finish_builtin_shader(st, b.shader);
|
||||
}
|
||||
|
||||
void *
|
||||
@@ -410,7 +411,10 @@ create_fs(struct st_context *st, bool download,
|
||||
bool pos_is_sysval =
|
||||
screen->get_param(screen, PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL);
|
||||
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
|
||||
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options,
|
||||
download ?
|
||||
"st/pbo download FS" :
|
||||
"st/pbo upload FS");
|
||||
|
||||
nir_ssa_def *zero = nir_imm_int(&b, 0);
|
||||
|
||||
@@ -539,9 +543,7 @@ create_fs(struct st_context *st, bool download,
|
||||
nir_store_var(&b, color, result, TGSI_WRITEMASK_XYZW);
|
||||
}
|
||||
|
||||
return st_nir_finish_builtin_shader(st, b.shader, download ?
|
||||
"st/pbo download FS" :
|
||||
"st/pbo upload FS");
|
||||
return st_nir_finish_builtin_shader(st, b.shader);
|
||||
}
|
||||
|
||||
static enum st_pbo_conversion
|
||||
|
@@ -52,7 +52,7 @@ panfrost_build_blit_shader(struct panfrost_device *dev,
|
||||
{
|
||||
bool is_colour = loc >= FRAG_RESULT_DATA0;
|
||||
|
||||
nir_builder _b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, &midgard_nir_options);
|
||||
nir_builder _b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, &midgard_nir_options, "pan_blit");
|
||||
nir_builder *b = &_b;
|
||||
nir_shader *shader = b->shader;
|
||||
|
||||
|
Reference in New Issue
Block a user