nir/builder: Add a name format arg to nir_builder_init_simple_shader().

This cleans up a bunch of gross sprintfs and keeps the caller from needing
to remember to ralloc_strdup.  I added a couple of '"%s", name ? name :
""' to radv where I didn't fully trace through whether a non-null name was
being passed in.

I also took the liberty of adding a basic name to a few shaders (pan_blit,
unit tests)

Reviewed-by: Rhys Perry <pendingchaos02@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7323>
This commit is contained in:
Eric Anholt
2020-10-26 11:37:25 -07:00
parent 5f992802f5
commit eda3e4e055
39 changed files with 122 additions and 172 deletions
+2 -5
View File
@@ -548,8 +548,7 @@ radv_meta_build_nir_vs_generate_vertices(void)
nir_variable *v_position;
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_vs_gen_verts");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_vs_gen_verts");
nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
@@ -565,9 +564,7 @@ radv_meta_build_nir_vs_generate_vertices(void)
nir_shader *
radv_meta_build_nir_fs_noop(void)
{
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_asprintf(b.shader,
"meta_noop_fs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_noop_fs");
return b.shader;
}
+4 -17
View File
@@ -42,8 +42,7 @@ static nir_shader *
build_nir_vertex_shader(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_blit_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "gl_Position");
@@ -107,12 +106,8 @@ build_nir_vertex_shader(void)
static nir_shader *
build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
{
char shader_name[64];
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
sprintf(shader_name, "meta_blit_fs.%d", tex_dim);
b.shader->info.name = ralloc_strdup(b.shader, shader_name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_blit_fs.%d", tex_dim);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec4, "v_tex_pos");
@@ -163,12 +158,8 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
static nir_shader *
build_nir_copy_fragment_shader_depth(enum glsl_sampler_dim tex_dim)
{
char shader_name[64];
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
sprintf(shader_name, "meta_blit_depth_fs.%d", tex_dim);
b.shader->info.name = ralloc_strdup(b.shader, shader_name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_blit_depth_fs.%d", tex_dim);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec4, "v_tex_pos");
@@ -219,12 +210,8 @@ build_nir_copy_fragment_shader_depth(enum glsl_sampler_dim tex_dim)
static nir_shader *
build_nir_copy_fragment_shader_stencil(enum glsl_sampler_dim tex_dim)
{
char shader_name[64];
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
sprintf(shader_name, "meta_blit_stencil_fs.%d", tex_dim);
b.shader->info.name = ralloc_strdup(b.shader, shader_name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_blit_stencil_fs.%d", tex_dim);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec4, "v_tex_pos");
+4 -8
View File
@@ -428,8 +428,7 @@ build_nir_vertex_shader(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_vs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_blit2d_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "gl_Position");
@@ -601,8 +600,7 @@ build_nir_copy_fragment_shader(struct radv_device *device,
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec2, "v_tex_pos");
@@ -628,8 +626,7 @@ build_nir_copy_fragment_shader_depth(struct radv_device *device,
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec2, "v_tex_pos");
@@ -655,8 +652,7 @@ build_nir_copy_fragment_shader_stencil(struct radv_device *device,
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "%s", name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vec2, "v_tex_pos");
+4 -4
View File
@@ -7,8 +7,8 @@
static nir_shader *
build_buffer_fill_shader(struct radv_device *dev)
{
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_buffer_fill");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL,
"meta_buffer_fill");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
b.shader->info.cs.local_size[2] = 1;
@@ -53,8 +53,8 @@ build_buffer_fill_shader(struct radv_device *dev)
static nir_shader *
build_buffer_copy_shader(struct radv_device *dev)
{
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_buffer_copy");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL,
"meta_buffer_copy");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
b.shader->info.cs.local_size[2] = 1;
+7 -14
View File
@@ -43,8 +43,7 @@ build_nir_itob_compute_shader(struct radv_device *dev, bool is_3d)
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
false,
GLSL_TYPE_FLOAT);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itob_cs_3d" : "meta_itob_cs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, is_3d ? "meta_itob_cs_3d" : "meta_itob_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
@@ -271,8 +270,7 @@ build_nir_btoi_compute_shader(struct radv_device *dev, bool is_3d)
const struct glsl_type *img_type = glsl_image_type(dim,
false,
GLSL_TYPE_FLOAT);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_btoi_cs_3d" : "meta_btoi_cs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, is_3d ? "meta_btoi_cs_3d" : "meta_btoi_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
@@ -492,8 +490,7 @@ build_nir_btoi_r32g32b32_compute_shader(struct radv_device *dev)
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
false,
GLSL_TYPE_FLOAT);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_btoi_r32g32b32_cs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_btoi_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
@@ -699,8 +696,7 @@ build_nir_itoi_compute_shader(struct radv_device *dev, bool is_3d)
const struct glsl_type *img_type = glsl_image_type(dim,
false,
GLSL_TYPE_FLOAT);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itoi_cs_3d" : "meta_itoi_cs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, is_3d ? "meta_itoi_cs_3d" : "meta_itoi_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
@@ -915,8 +911,7 @@ build_nir_itoi_r32g32b32_compute_shader(struct radv_device *dev)
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
false,
GLSL_TYPE_FLOAT);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_itoi_r32g32b32_cs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_itoi_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
@@ -1125,8 +1120,7 @@ build_nir_cleari_compute_shader(struct radv_device *dev, bool is_3d)
const struct glsl_type *img_type = glsl_image_type(dim,
false,
GLSL_TYPE_FLOAT);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_cleari_cs_3d" : "meta_cleari_cs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, is_3d ? "meta_cleari_cs_3d" : "meta_cleari_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
@@ -1316,8 +1310,7 @@ build_nir_cleari_r32g32b32_compute_shader(struct radv_device *dev)
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
false,
GLSL_TYPE_FLOAT);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_cleari_r32g32b32_cs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_cleari_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
+9 -15
View File
@@ -40,11 +40,8 @@ build_color_shaders(struct nir_shader **out_vs,
struct nir_shader **out_fs,
uint32_t frag_output)
{
nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs");
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs");
nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_clear_color_vs");
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_clear_color_fs");
const struct glsl_type *position_type = glsl_vec4_type();
const struct glsl_type *color_type = glsl_vec4_type();
@@ -504,15 +501,13 @@ build_depthstencil_shader(struct nir_shader **out_vs,
struct nir_shader **out_fs,
bool unrestricted)
{
nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL,
unrestricted ? "meta_clear_depthstencil_unrestricted_vs"
: "meta_clear_depthstencil_vs");
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL,
unrestricted ? "meta_clear_depthstencil_unrestricted_fs"
: "meta_clear_depthstencil_fs");
vs_b.shader->info.name = ralloc_strdup(vs_b.shader,
unrestricted ? "meta_clear_depthstencil_unrestricted_vs"
: "meta_clear_depthstencil_vs");
fs_b.shader->info.name = ralloc_strdup(fs_b.shader,
unrestricted ? "meta_clear_depthstencil_unrestricted_fs"
: "meta_clear_depthstencil_fs");
const struct glsl_type *position_out_type = glsl_vec4_type();
nir_variable *vs_out_pos =
@@ -1161,8 +1156,7 @@ radv_fast_clear_depth(struct radv_cmd_buffer *cmd_buffer,
static nir_shader *
build_clear_htile_mask_shader()
{
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_clear_htile_mask");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_clear_htile_mask");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
b.shader->info.cs.local_size[2] = 1;
+1 -2
View File
@@ -40,8 +40,7 @@ build_dcc_decompress_compute_shader(struct radv_device *dev)
false,
GLSL_TYPE_FLOAT);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "dcc_decompress_compute");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "dcc_decompress_compute");
/* We need at least 16/16/1 to cover an entire DCC block in a single workgroup. */
b.shader->info.cs.local_size[0] = 16;
+1 -5
View File
@@ -29,7 +29,6 @@
static nir_shader *
build_fmask_expand_compute_shader(struct radv_device *device, int samples)
{
char name[64];
const struct glsl_type *type =
glsl_sampler_type(GLSL_SAMPLER_DIM_MS, false, false,
GLSL_TYPE_FLOAT);
@@ -37,10 +36,7 @@ build_fmask_expand_compute_shader(struct radv_device *device, int samples)
glsl_image_type(GLSL_SAMPLER_DIM_MS, false,
GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_fmask_expand_cs-%d", samples);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_fmask_expand_cs-%d", samples);
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
+1 -3
View File
@@ -37,9 +37,7 @@ build_nir_fs(void)
const struct glsl_type *vec4 = glsl_vec4_type();
nir_variable *f_color; /* vec4, fragment output color */
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_asprintf(b.shader,
"meta_resolve_fs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_resolve_fs");
f_color = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"f_color");
+8 -10
View File
@@ -67,7 +67,6 @@ static nir_ssa_def *radv_meta_build_resolve_srgb_conversion(nir_builder *b,
static nir_shader *
build_resolve_compute_shader(struct radv_device *dev, bool is_integer, bool is_srgb, int samples)
{
char name[64];
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS,
false,
false,
@@ -75,9 +74,10 @@ build_resolve_compute_shader(struct radv_device *dev, bool is_integer, bool is_s
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_2D,
false,
GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_resolve_cs-%d-%s", samples, is_integer ? "int" : (is_srgb ? "srgb" : "float"));
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL,
"meta_resolve_cs-%d-%s",
samples,
is_integer ? "int" : (is_srgb ? "srgb" : "float"));
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
@@ -165,7 +165,6 @@ build_depth_stencil_resolve_compute_shader(struct radv_device *dev, int samples,
int index,
VkResolveModeFlagBits resolve_mode)
{
char name[64];
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS,
false,
false,
@@ -173,12 +172,11 @@ build_depth_stencil_resolve_compute_shader(struct radv_device *dev, int samples,
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_2D,
false,
GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_resolve_cs_%s-%s-%d",
index == DEPTH_RESOLVE ? "depth" : "stencil",
get_resolve_mode_str(resolve_mode), samples);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL,
"meta_resolve_cs_%s-%s-%d",
index == DEPTH_RESOLVE ? "depth" : "stencil",
get_resolve_mode_str(resolve_mode), samples);
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
b.shader->info.cs.local_size[2] = 1;
+6 -13
View File
@@ -35,8 +35,7 @@ static nir_shader *
build_nir_vertex_shader(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_resolve_vs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL, "meta_resolve_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "gl_Position");
@@ -51,16 +50,13 @@ build_nir_vertex_shader(void)
static nir_shader *
build_resolve_fragment_shader(struct radv_device *dev, bool is_integer, int samples)
{
char name[64];
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_MS,
false,
false,
GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_resolve_fs-%d-%s", samples, is_integer ? "int" : "float");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "meta_resolve_fs-%d-%s", samples, is_integer ? "int" : "float");
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
sampler_type, "s_tex");
@@ -356,19 +352,16 @@ build_depth_stencil_resolve_fragment_shader(struct radv_device *dev, int samples
int index,
VkResolveModeFlagBits resolve_mode)
{
char name[64];
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *sampler_type = glsl_sampler_type(GLSL_SAMPLER_DIM_2D,
false,
false,
GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_resolve_fs_%s-%s-%d",
index == DEPTH_RESOLVE ? "depth" : "stencil",
get_resolve_mode_str(resolve_mode), samples);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL,
"meta_resolve_fs_%s-%s-%d",
index == DEPTH_RESOLVE ? "depth" : "stencil",
get_resolve_mode_str(resolve_mode), samples);
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
sampler_type, "s_tex");
+1 -2
View File
@@ -3073,8 +3073,7 @@ VkResult radv_create_shaders(struct radv_pipeline *pipeline,
}
if (!modules[MESA_SHADER_FRAGMENT] && !modules[MESA_SHADER_COMPUTE]) {
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL, "noop_fs");
fs_m.nir = fs_b.shader;
modules[MESA_SHADER_FRAGMENT] = &fs_m;
}
+4 -8
View File
@@ -153,8 +153,7 @@ build_occlusion_query_shader(struct radv_device *device) {
* }
* }
*/
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "occlusion_query");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "occlusion_query");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
b.shader->info.cs.local_size[2] = 1;
@@ -320,8 +319,7 @@ build_pipeline_statistics_query_shader(struct radv_device *device) {
* }
* }
*/
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "pipeline_statistics_query");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "pipeline_statistics_query");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
b.shader->info.cs.local_size[2] = 1;
@@ -514,8 +512,7 @@ build_tfb_query_shader(struct radv_device *device)
* }
* }
*/
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "tfb_query");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "tfb_query");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
b.shader->info.cs.local_size[2] = 1;
@@ -692,8 +689,7 @@ build_timestamp_query_shader(struct radv_device *device)
* }
* }
*/
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "timestamp_query");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "timestamp_query");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
b.shader->info.cs.local_size[2] = 1;
+1 -2
View File
@@ -1403,8 +1403,7 @@ radv_create_trap_handler_shader(struct radv_device *device)
struct radv_shader_binary *binary = NULL;
struct radv_shader_info info = {0};
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_trap_handler");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL, "meta_trap_handler");
options.explicit_scratch_args = true;
info.wave_size = 64;