dozen: Use NIR_PASS instead of NIR_PASS_V
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36299>
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@@ -427,14 +427,14 @@ dzn_meta_blits_get_vs(struct dzn_device *device)
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if (meta->vs.pShaderBytecode == NULL) {
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nir_shader *nir = dzn_nir_blit_vs();
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NIR_PASS_V(nir, nir_lower_system_values);
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NIR_PASS(_, nir, nir_lower_system_values);
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gl_system_value system_values[] = {
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SYSTEM_VALUE_FIRST_VERTEX,
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SYSTEM_VALUE_BASE_VERTEX,
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};
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NIR_PASS_V(nir, dxil_nir_lower_system_values_to_zero, system_values,
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NIR_PASS(_, nir, dxil_nir_lower_system_values_to_zero, system_values,
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ARRAY_SIZE(system_values));
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D3D12_SHADER_BYTECODE bc;
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@@ -978,6 +978,6 @@ dzn_nir_polygon_point_mode_gs(const nir_shader *previous_shader, struct dzn_nir_
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nir_validate_shader(nir, "in dzn_nir_polygon_point_mode_gs");
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NIR_PASS_V(nir, nir_lower_var_copies);
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NIR_PASS(_, nir, nir_lower_var_copies);
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return b->shader;
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}
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@@ -281,7 +281,7 @@ dzn_pipeline_get_nir_shader(struct dzn_device *device,
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}
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if (needs_conv)
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NIR_PASS_V(*nir, dxil_nir_lower_vs_vertex_conversion, options->vi_conversions);
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NIR_PASS(_, *nir, dxil_nir_lower_vs_vertex_conversion, options->vi_conversions);
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}
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if (cache) {
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@@ -966,7 +966,7 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device,
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};
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bool requires_runtime_data;
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NIR_PASS_V(pipeline->templates.shaders[MESA_SHADER_GEOMETRY].nir, dxil_spirv_nir_lower_yz_flip,
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NIR_PASS(_, pipeline->templates.shaders[MESA_SHADER_GEOMETRY].nir, dxil_spirv_nir_lower_yz_flip,
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&conf, &requires_runtime_data);
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active_stage_mask |= (1 << MESA_SHADER_GEOMETRY);
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@@ -974,7 +974,7 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device,
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if ((active_stage_mask & (1 << MESA_SHADER_FRAGMENT)) &&
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BITSET_TEST(pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir->info.system_values_read, SYSTEM_VALUE_FRONT_FACE))
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NIR_PASS_V(pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir, dxil_nir_forward_front_face);
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NIR_PASS(_, pipeline->templates.shaders[MESA_SHADER_FRAGMENT].nir, dxil_nir_forward_front_face);
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}
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/* Third step: link those NIR shaders. We iterate in reverse order
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@@ -1008,7 +1008,7 @@ dzn_graphics_pipeline_compile_shaders(struct dzn_device *device,
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u_foreach_bit(stage, active_stage_mask) {
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uint8_t bindings_hash[SHA1_DIGEST_LENGTH];
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NIR_PASS_V(pipeline->templates.shaders[stage].nir, adjust_var_bindings, device, layout,
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NIR_PASS(_, pipeline->templates.shaders[stage].nir, adjust_var_bindings, device, layout,
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cache ? bindings_hash : NULL);
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if (cache) {
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@@ -2538,7 +2538,7 @@ dzn_compute_pipeline_compile_shader(struct dzn_device *device,
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uint8_t bindings_hash[SHA1_DIGEST_LENGTH], dxil_hash[SHA1_DIGEST_LENGTH];
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NIR_PASS_V(nir, adjust_var_bindings, device, layout, cache ? bindings_hash : NULL);
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NIR_PASS(_, nir, adjust_var_bindings, device, layout, cache ? bindings_hash : NULL);
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if (cache) {
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struct mesa_sha1 dxil_hash_ctx;
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