diff --git a/src/asahi/lib/agx_nir_lower_gs.c b/src/asahi/lib/agx_nir_lower_gs.c index 81ec57d6f08..f6aed2c3e71 100644 --- a/src/asahi/lib/agx_nir_lower_gs.c +++ b/src/asahi/lib/agx_nir_lower_gs.c @@ -441,8 +441,7 @@ lower_id(nir_builder *b, nir_intrinsic_instr *intr, void *data) * counts are statically known. */ static nir_shader * -agx_nir_create_geometry_count_shader(nir_shader *gs, - struct lower_gs_state *state) +create_geometry_count_shader(nir_shader *gs, struct lower_gs_state *state) { /* Don't muck up the original shader */ nir_shader *shader = nir_shader_clone(NULL, gs); @@ -617,8 +616,7 @@ stream_multiplier(const nir_shader *gs) * shades each rasterized output vertex in parallel. */ static nir_shader * -agx_nir_create_gs_rast_shader(const nir_shader *gs, - const struct lower_gs_state *state) +create_gs_rast_shader(const nir_shader *gs, const struct lower_gs_state *state) { /* Don't muck up the original shader */ nir_shader *shader = nir_shader_clone(NULL, gs); @@ -926,7 +924,7 @@ struct agx_xfb_key { * transform feedback offsets and counters as applicable. */ static nir_shader * -agx_nir_create_pre_gs(struct agx_xfb_key *key) +create_pre_gs(struct agx_xfb_key *key) { nir_builder b_ = nir_builder_init_simple_shader( MESA_SHADER_COMPUTE, &agx_nir_options, "Pre-GS patch up"); @@ -975,7 +973,7 @@ rewrite_invocation_id(nir_builder *b, nir_intrinsic_instr *intr, void *data) * counts. */ static void -agx_nir_lower_gs_instancing(nir_shader *gs) +lower_gs_instancing(nir_shader *gs) { unsigned nr_invocations = gs->info.gs.invocations; nir_function_impl *impl = nir_shader_get_entrypoint(gs); @@ -1202,7 +1200,7 @@ agx_nir_lower_gs(nir_shader *gs, nir_shader **gs_count, nir_shader **gs_copy, * anything. Otherwise, smash the invocation ID to zero. */ if (gs->info.gs.invocations != 1) { - agx_nir_lower_gs_instancing(gs); + lower_gs_instancing(gs); } else { nir_function_impl *impl = nir_shader_get_entrypoint(gs); nir_builder b = nir_builder_at(nir_before_impl(impl)); @@ -1280,7 +1278,7 @@ agx_nir_lower_gs(nir_shader *gs, nir_shader **gs_count, nir_shader **gs_copy, info->shape = AGX_GS_SHAPE_DYNAMIC_INDEXED; } - *gs_copy = agx_nir_create_gs_rast_shader(gs, &gs_state); + *gs_copy = create_gs_rast_shader(gs, &gs_state); NIR_PASS(_, gs, nir_shader_intrinsics_pass, lower_id, nir_metadata_control_flow, NULL); @@ -1293,7 +1291,7 @@ agx_nir_lower_gs(nir_shader *gs, nir_shader **gs_count, nir_shader **gs_copy, /* If there is any unknown count, we need a geometry count shader */ if (info->count_words > 0) - *gs_count = agx_nir_create_geometry_count_shader(gs, &gs_state); + *gs_count = create_geometry_count_shader(gs, &gs_state); else *gs_count = NULL; @@ -1387,7 +1385,7 @@ agx_nir_lower_gs(nir_shader *gs, nir_shader **gs_count, nir_shader **gs_copy, } /* Create auxiliary programs */ - *pre_gs = agx_nir_create_pre_gs(&key); + *pre_gs = create_pre_gs(&key); return true; }