asahi/gs: Remove agx_nir_* prefix around static functions
Only a small detail but git will not go too crazy when I move everything around at least. Signed-off-by: Mary Guillemard <mary.guillemard@collabora.com> Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37914>
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@@ -441,8 +441,7 @@ lower_id(nir_builder *b, nir_intrinsic_instr *intr, void *data)
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* counts are statically known.
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*/
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static nir_shader *
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agx_nir_create_geometry_count_shader(nir_shader *gs,
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struct lower_gs_state *state)
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create_geometry_count_shader(nir_shader *gs, struct lower_gs_state *state)
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{
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/* Don't muck up the original shader */
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nir_shader *shader = nir_shader_clone(NULL, gs);
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@@ -617,8 +616,7 @@ stream_multiplier(const nir_shader *gs)
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* shades each rasterized output vertex in parallel.
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*/
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static nir_shader *
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agx_nir_create_gs_rast_shader(const nir_shader *gs,
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const struct lower_gs_state *state)
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create_gs_rast_shader(const nir_shader *gs, const struct lower_gs_state *state)
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{
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/* Don't muck up the original shader */
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nir_shader *shader = nir_shader_clone(NULL, gs);
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@@ -926,7 +924,7 @@ struct agx_xfb_key {
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* transform feedback offsets and counters as applicable.
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*/
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static nir_shader *
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agx_nir_create_pre_gs(struct agx_xfb_key *key)
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create_pre_gs(struct agx_xfb_key *key)
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{
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nir_builder b_ = nir_builder_init_simple_shader(
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MESA_SHADER_COMPUTE, &agx_nir_options, "Pre-GS patch up");
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@@ -975,7 +973,7 @@ rewrite_invocation_id(nir_builder *b, nir_intrinsic_instr *intr, void *data)
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* counts.
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*/
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static void
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agx_nir_lower_gs_instancing(nir_shader *gs)
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lower_gs_instancing(nir_shader *gs)
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{
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unsigned nr_invocations = gs->info.gs.invocations;
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nir_function_impl *impl = nir_shader_get_entrypoint(gs);
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@@ -1202,7 +1200,7 @@ agx_nir_lower_gs(nir_shader *gs, nir_shader **gs_count, nir_shader **gs_copy,
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* anything. Otherwise, smash the invocation ID to zero.
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*/
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if (gs->info.gs.invocations != 1) {
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agx_nir_lower_gs_instancing(gs);
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lower_gs_instancing(gs);
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} else {
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nir_function_impl *impl = nir_shader_get_entrypoint(gs);
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nir_builder b = nir_builder_at(nir_before_impl(impl));
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@@ -1280,7 +1278,7 @@ agx_nir_lower_gs(nir_shader *gs, nir_shader **gs_count, nir_shader **gs_copy,
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info->shape = AGX_GS_SHAPE_DYNAMIC_INDEXED;
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}
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*gs_copy = agx_nir_create_gs_rast_shader(gs, &gs_state);
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*gs_copy = create_gs_rast_shader(gs, &gs_state);
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NIR_PASS(_, gs, nir_shader_intrinsics_pass, lower_id,
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nir_metadata_control_flow, NULL);
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@@ -1293,7 +1291,7 @@ agx_nir_lower_gs(nir_shader *gs, nir_shader **gs_count, nir_shader **gs_copy,
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/* If there is any unknown count, we need a geometry count shader */
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if (info->count_words > 0)
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*gs_count = agx_nir_create_geometry_count_shader(gs, &gs_state);
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*gs_count = create_geometry_count_shader(gs, &gs_state);
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else
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*gs_count = NULL;
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@@ -1387,7 +1385,7 @@ agx_nir_lower_gs(nir_shader *gs, nir_shader **gs_count, nir_shader **gs_copy,
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}
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/* Create auxiliary programs */
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*pre_gs = agx_nir_create_pre_gs(&key);
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*pre_gs = create_pre_gs(&key);
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return true;
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}
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