[VK_SHADER_STAGE_COMPUTE] = MESA_SHADER_COMPUTE,
};
-static bool
-is_scalar_shader_stage(const struct brw_compiler *compiler, VkShaderStage stage)
+bool
+anv_is_scalar_shader_stage(const struct brw_compiler *compiler,
+ VkShaderStage stage)
{
switch (stage) {
case VK_SHADER_STAGE_VERTEX:
assert(entrypoint != NULL);
brw_preprocess_nir(nir, &device->info,
- is_scalar_shader_stage(compiler, vk_stage));
+ anv_is_scalar_shader_stage(compiler, vk_stage));
nir_shader_gather_info(nir, entrypoint);
if (nir == NULL)
return NULL;
- anv_nir_lower_push_constants(nir, is_scalar_shader_stage(compiler, stage));
+ anv_nir_lower_push_constants(nir, anv_is_scalar_shader_stage(compiler, stage));
/* Figure out the number of parameters */
prog_data->nr_params = 0;
/* Finish the optimization and compilation process */
brw_postprocess_nir(nir, &pipeline->device->info,
- is_scalar_shader_stage(compiler, stage));
+ anv_is_scalar_shader_stage(compiler, stage));
/* nir_lower_io will only handle the push constants; we need to set this
* to the full number of possible uniforms.