static void gather_intrinsic_load_deref_input_info(const nir_shader *nir,
const nir_intrinsic_instr *instr,
const nir_deref_instr *deref,
- struct tgsi_shader_info *info)
+ struct si_shader_info *info)
{
switch (nir->info.stage) {
case MESA_SHADER_VERTEX:
static void gather_intrinsic_load_deref_output_info(const nir_shader *nir,
const nir_intrinsic_instr *instr,
nir_variable *var,
- struct tgsi_shader_info *info)
+ struct si_shader_info *info)
{
assert(var && var->data.mode == nir_var_shader_out);
static void gather_intrinsic_store_deref_output_info(const nir_shader *nir,
const nir_intrinsic_instr *instr,
const nir_deref_instr *deref,
- struct tgsi_shader_info *info)
+ struct si_shader_info *info)
{
switch (nir->info.stage) {
case MESA_SHADER_VERTEX: /* needed by LS, ES */
}
static void scan_instruction(const struct nir_shader *nir,
- struct tgsi_shader_info *info,
+ struct si_shader_info *info,
nir_instr *instr)
{
if (instr->type == nir_instr_type_alu) {
}
void si_nir_scan_tess_ctrl(const struct nir_shader *nir,
- struct tgsi_tessctrl_info *out)
+ struct si_tessctrl_info *out)
{
memset(out, 0, sizeof(*out));
static void scan_output_slot(const nir_variable *var,
unsigned var_idx,
unsigned component, unsigned num_components,
- struct tgsi_shader_info *info)
+ struct si_shader_info *info)
{
assert(component + num_components <= 4);
assert(component < 4);
static void scan_output_helper(const nir_variable *var,
unsigned location,
const struct glsl_type *type,
- struct tgsi_shader_info *info)
+ struct si_shader_info *info)
{
if (glsl_type_is_struct(type) || glsl_type_is_interface(type)) {
for (unsigned i = 0; i < glsl_get_length(type); i++) {
}
void si_nir_scan_shader(const struct nir_shader *nir,
- struct tgsi_shader_info *info)
+ struct si_shader_info *info)
{
nir_function *func;
unsigned i;
bool si_nir_build_llvm(struct si_shader_context *ctx, struct nir_shader *nir)
{
- struct tgsi_shader_info *info = &ctx->shader->selector->info;
+ struct si_shader_info *info = &ctx->shader->selector->info;
if (nir->info.stage == MESA_SHADER_VERTEX) {
uint64_t processed_inputs = 0;