broadcom: gl_shader_stage_to_broadcom => mesa_shader_stage_to_broadcom
Signed-off-by: Yonggang Luo <luoyonggang@gmail.com> Reviewed-by: Qiang Yu <yuq825@gmail.com> Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36698>
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@@ -496,7 +496,7 @@ pipeline_get_descriptor_map(struct v3dv_pipeline *pipeline,
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bool is_sampler)
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{
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enum broadcom_shader_stage broadcom_stage =
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gl_shader_stage_to_broadcom(gl_stage);
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mesa_shader_stage_to_broadcom(gl_stage);
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assert(pipeline->shared_data &&
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pipeline->shared_data->maps[broadcom_stage]);
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@@ -2215,7 +2215,7 @@ write_creation_feedback(struct v3dv_pipeline *pipeline,
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for (uint32_t i = 0; i < feedback_stage_count; i++) {
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mesa_shader_stage s = vk_to_mesa_shader_stage(stages[i].stage);
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enum broadcom_shader_stage bs = gl_shader_stage_to_broadcom(s);
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enum broadcom_shader_stage bs = mesa_shader_stage_to_broadcom(s);
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create_feedback->pPipelineStageCreationFeedbacks[i] =
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pipeline->stages[bs]->feedback;
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@@ -2452,7 +2452,7 @@ pipeline_compile_graphics(struct v3dv_pipeline *pipeline,
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p_atomic_inc_return(&physical_device->next_program_id);
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enum broadcom_shader_stage broadcom_stage =
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gl_shader_stage_to_broadcom(stage);
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mesa_shader_stage_to_broadcom(stage);
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p_stage->pipeline = pipeline;
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p_stage->stage = broadcom_stage;
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@@ -3197,7 +3197,7 @@ pipeline_compile_compute(struct v3dv_pipeline *pipeline,
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p_stage->program_id = p_atomic_inc_return(&physical_device->next_program_id);
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p_stage->pipeline = pipeline;
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p_stage->stage = gl_shader_stage_to_broadcom(stage);
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p_stage->stage = mesa_shader_stage_to_broadcom(stage);
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p_stage->entrypoint = sinfo->pName;
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p_stage->module = vk_shader_module_from_handle(sinfo->module);
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p_stage->spec_info = sinfo->pSpecializationInfo;
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@@ -363,7 +363,7 @@ enum broadcom_shader_stage {
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/* Assumes that coordinate shaders will be custom-handled by the caller */
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static inline enum broadcom_shader_stage
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gl_shader_stage_to_broadcom(mesa_shader_stage stage)
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mesa_shader_stage_to_broadcom(mesa_shader_stage stage)
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{
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switch (stage) {
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case MESA_SHADER_VERTEX:
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