DBG_TES = PIPE_SHADER_TESS_EVAL,
DBG_CS = PIPE_SHADER_COMPUTE,
DBG_NO_IR,
- DBG_NO_TGSI,
+ DBG_NO_NIR,
DBG_NO_ASM,
DBG_PREOPT_IR,
*
* Design & limitations:
* - The shader cache is per screen (= per process), never saved to
- * disk, and skips redundant shader compilations from TGSI to bytecode.
+ * disk, and skips redundant shader compilations from NIR to bytecode.
* - It can only be used with one-variant-per-shader support, in which
* case only the main (typically middle) part of shaders is cached.
* - Only VS, TCS, TES, PS are cached, out of which only the hw VS
return &sctx->vs_shader;
}
-static inline struct tgsi_shader_info *si_get_vs_info(struct si_context *sctx)
+static inline struct si_shader_info *si_get_vs_info(struct si_context *sctx)
{
struct si_shader_ctx_state *vs = si_get_vs(sctx);