dozen: Use NIR_PASS instead of NIR_PASS_V

Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36299>
This commit is contained in:
Jesse Natalie
2025-07-22 13:36:10 -07:00
parent 4528ad5281
commit a8858fc96a
3 changed files with 8 additions and 8 deletions
+2 -2
View File
@@ -427,14 +427,14 @@ dzn_meta_blits_get_vs(struct dzn_device *device)
if (meta->vs.pShaderBytecode == NULL) {
nir_shader *nir = dzn_nir_blit_vs();
NIR_PASS_V(nir, nir_lower_system_values);
NIR_PASS(_, nir, nir_lower_system_values);
gl_system_value system_values[] = {
SYSTEM_VALUE_FIRST_VERTEX,
SYSTEM_VALUE_BASE_VERTEX,
};
NIR_PASS_V(nir, dxil_nir_lower_system_values_to_zero, system_values,
NIR_PASS(_, nir, dxil_nir_lower_system_values_to_zero, system_values,
ARRAY_SIZE(system_values));
D3D12_SHADER_BYTECODE bc;
+1 -1
View File
@@ -978,6 +978,6 @@ dzn_nir_polygon_point_mode_gs(const nir_shader *previous_shader, struct dzn_nir_
nir_validate_shader(nir, "in dzn_nir_polygon_point_mode_gs");
NIR_PASS_V(nir, nir_lower_var_copies);
NIR_PASS(_, nir, nir_lower_var_copies);
return b->shader;
}
+5 -5
View File
@@ -281,7 +281,7 @@ dzn_pipeline_get_nir_shader(struct dzn_device *device,
}
if (needs_conv)
NIR_PASS_V(*nir, dxil_nir_lower_vs_vertex_conversion, options->vi_conversions);
NIR_PASS(_, *nir, dxil_nir_lower_vs_vertex_conversion, options->vi_conversions);
}
if (cache) {
@@ -966,7 +966,7 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device,
};
bool requires_runtime_data;
NIR_PASS_V(pipeline->templates.shaders[MESA_SHADER_GEOMETRY].nir, dxil_spirv_nir_lower_yz_flip,
NIR_PASS(_, pipeline->templates.shaders[MESA_SHADER_GEOMETRY].nir, dxil_spirv_nir_lower_yz_flip,
&conf, &requires_runtime_data);
active_stage_mask |= (1 << MESA_SHADER_GEOMETRY);
@@ -974,7 +974,7 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device,
if ((active_stage_mask & (1 << MESA_SHADER_FRAGMENT)) &&
BITSET_TEST(pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir->info.system_values_read, SYSTEM_VALUE_FRONT_FACE))
NIR_PASS_V(pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir, dxil_nir_forward_front_face);
NIR_PASS(_, pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir, dxil_nir_forward_front_face);
}
/* Third step: link those NIR shaders. We iterate in reverse order
@@ -1008,7 +1008,7 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device,
u_foreach_bit(stage, active_stage_mask) {
uint8_t bindings_hash[SHA1_DIGEST_LENGTH];
NIR_PASS_V(pipeline->templates.shaders[stage].nir, adjust_var_bindings, device, layout,
NIR_PASS(_, pipeline->templates.shaders[stage].nir, adjust_var_bindings, device, layout,
cache ? bindings_hash : NULL);
if (cache) {
@@ -2538,7 +2538,7 @@ dzn_compute_pipeline_compile_shader(struct dzn_device *device,
uint8_t bindings_hash[SHA1_DIGEST_LENGTH], dxil_hash[SHA1_DIGEST_LENGTH];
NIR_PASS_V(nir, adjust_var_bindings, device, layout, cache ? bindings_hash : NULL);
NIR_PASS(_, nir, adjust_var_bindings, device, layout, cache ? bindings_hash : NULL);
if (cache) {
struct mesa_sha1 dxil_hash_ctx;