gallivm: use NIR_PASS(_, ...) instead of NIR_PASS_V
Reviewed-by: Emma Anholt <emma@anholt.net> Reviewed-by: Konstantin Seurer <konstantin.seurer@gmail.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/36291>
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@@ -51,12 +51,12 @@ lp_build_opt_nir(struct nir_shader *nir)
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.lower_txp = ~0u,
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.lower_invalid_implicit_lod = true,
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};
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NIR_PASS_V(nir, nir_lower_tex, &lower_tex_options);
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NIR_PASS_V(nir, nir_lower_frexp);
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NIR_PASS(_, nir, nir_lower_tex, &lower_tex_options);
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NIR_PASS(_, nir, nir_lower_frexp);
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if (nir->info.stage == MESA_SHADER_TASK) {
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nir_lower_task_shader_options ts_opts = { 0 };
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NIR_PASS_V(nir, nir_lower_task_shader, ts_opts);
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NIR_PASS(_, nir, nir_lower_task_shader, ts_opts);
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}
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if (nir->info.stage == MESA_SHADER_FRAGMENT) {
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@@ -69,8 +69,8 @@ lp_build_opt_nir(struct nir_shader *nir)
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}
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}
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NIR_PASS_V(nir, nir_lower_flrp, 16|32|64, true);
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NIR_PASS_V(nir, nir_lower_fp16_casts, nir_lower_fp16_all | nir_lower_fp16_split_fp64);
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NIR_PASS(_, nir, nir_lower_flrp, 16|32|64, true);
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NIR_PASS(_, nir, nir_lower_fp16_casts, nir_lower_fp16_all | nir_lower_fp16_split_fp64);
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NIR_PASS(_, nir, nir_lower_alu);
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@@ -81,7 +81,7 @@ lp_build_opt_nir(struct nir_shader *nir)
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NIR_PASS(progress, nir, nir_lower_pack);
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nir_lower_tex_options options = { .lower_invalid_implicit_lod = true, };
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NIR_PASS_V(nir, nir_lower_tex, &options);
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NIR_PASS(_, nir, nir_lower_tex, &options);
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const nir_lower_subgroups_options subgroups_options = {
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.subgroup_size = lp_native_vector_width / 32,
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@@ -99,9 +99,9 @@ lp_build_opt_nir(struct nir_shader *nir)
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progress = false;
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NIR_PASS(progress, nir, nir_opt_algebraic_late);
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if (progress) {
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NIR_PASS_V(nir, nir_copy_prop);
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NIR_PASS_V(nir, nir_opt_dce);
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NIR_PASS_V(nir, nir_opt_cse);
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NIR_PASS(_, nir, nir_copy_prop);
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NIR_PASS(_, nir, nir_opt_dce);
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NIR_PASS(_, nir, nir_opt_cse);
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}
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} while (progress);
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}
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@@ -890,13 +890,13 @@ lp_build_nir_aos(struct gallivm_state *gallivm,
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bld.outputs = outputs;
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bld.consts_ptr = consts_ptr;
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NIR_PASS_V(shader, nir_convert_to_lcssa, true, true);
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NIR_PASS_V(shader, nir_convert_from_ssa, true, false);
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NIR_PASS_V(shader, nir_lower_locals_to_regs, 32);
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NIR_PASS_V(shader, nir_remove_dead_derefs);
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NIR_PASS_V(shader, nir_remove_dead_variables, nir_var_function_temp, NULL);
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NIR_PASS_V(shader, nir_move_vec_src_uses_to_dest, false);
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NIR_PASS_V(shader, nir_lower_vec_to_regs, NULL, NULL);
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NIR_PASS(_, shader, nir_convert_to_lcssa, true, true);
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NIR_PASS(_, shader, nir_convert_from_ssa, true, false);
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NIR_PASS(_, shader, nir_lower_locals_to_regs, 32);
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NIR_PASS(_, shader, nir_remove_dead_derefs);
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NIR_PASS(_, shader, nir_remove_dead_variables, nir_var_function_temp, NULL);
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NIR_PASS(_, shader, nir_move_vec_src_uses_to_dest, false);
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NIR_PASS(_, shader, nir_lower_vec_to_regs, NULL, NULL);
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nir_foreach_shader_out_variable(variable, shader)
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emit_var_decl(&bld, variable);
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