--- /dev/null
+/*
+ * Copyright © 2015 Red Hat
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the next
+ * paragraph) shall be included in all copies or substantial portions of the
+ * Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+ * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+ * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+ * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+ * SOFTWARE.
+ */
+
+#include "st_nir.h"
+
+#include "pipe/p_defines.h"
+#include "pipe/p_screen.h"
+#include "pipe/p_context.h"
+
+#include "program/program.h"
+#include "program/prog_statevars.h"
+#include "program/prog_parameter.h"
+#include "program/ir_to_mesa.h"
+#include "program/hash_table.h"
+#include "main/mtypes.h"
+#include "main/errors.h"
+#include "main/shaderapi.h"
+#include "main/uniforms.h"
+
+#include "st_context.h"
+#include "st_program.h"
+#include "st_glsl_types.h"
+
+#include "compiler/nir/nir.h"
+#include "compiler/nir/glsl_to_nir.h"
+#include "compiler/glsl_types.h"
+#include "compiler/glsl/ir.h"
+
+
+/* Depending on PIPE_CAP_TGSI_TEXCOORD (st->needs_texcoord_semantic) we
+ * may need to fix up varying slots so the glsl->nir path is aligned
+ * with the anything->tgsi->nir path.
+ */
+static void
+st_nir_fixup_varying_slots(struct st_context *st, struct exec_list *var_list)
+{
+ if (st->needs_texcoord_semantic)
+ return;
+
+ nir_foreach_variable(var, var_list) {
+ if (var->data.location >= VARYING_SLOT_VAR0) {
+ var->data.location += 9;
+ } else if ((var->data.location >= VARYING_SLOT_TEX0) &&
+ (var->data.location <= VARYING_SLOT_TEX7)) {
+ var->data.location += VARYING_SLOT_VAR0 - VARYING_SLOT_TEX0;
+ }
+ }
+}
+
+/* input location assignment for VS inputs must be handled specially, so
+ * that it is aligned w/ st's vbo state.
+ * (This isn't the case with, for ex, FS inputs, which only need to agree
+ * on varying-slot w/ the VS outputs)
+ */
+static void
+st_nir_assign_vs_in_locations(struct gl_program *prog,
+ struct exec_list *var_list, unsigned *size)
+{
+ unsigned attr, num_inputs = 0;
+ unsigned input_to_index[VERT_ATTRIB_MAX] = {0};
+
+ /* TODO de-duplicate w/ similar code in st_translate_vertex_program()? */
+ for (attr = 0; attr < VERT_ATTRIB_MAX; attr++) {
+ if ((prog->InputsRead & BITFIELD64_BIT(attr)) != 0) {
+ input_to_index[attr] = num_inputs;
+ num_inputs++;
+ if ((prog->DoubleInputsRead & BITFIELD64_BIT(attr)) != 0) {
+ /* add placeholder for second part of a double attribute */
+ num_inputs++;
+ }
+ }
+ }
+
+ *size = 0;
+ nir_foreach_variable(var, var_list) {
+ attr = var->data.location;
+ assert(attr < ARRAY_SIZE(input_to_index));
+ var->data.driver_location = input_to_index[attr];
+ (*size)++;
+ }
+}
+
+static int
+st_nir_lookup_parameter_index(const struct gl_program_parameter_list *params,
+ const char *name)
+{
+ int loc = _mesa_lookup_parameter_index(params, name);
+
+ /* is there a better way to do this? If we have something like:
+ *
+ * struct S {
+ * float f;
+ * vec4 v;
+ * };
+ * uniform S color;
+ *
+ * Then what we get in prog->Parameters looks like:
+ *
+ * 0: Name=color.f, Type=6, DataType=1406, Size=1
+ * 1: Name=color.v, Type=6, DataType=8b52, Size=4
+ *
+ * So the name doesn't match up and _mesa_lookup_parameter_index()
+ * fails. In this case just find the first matching "color.*"..
+ *
+ * Note for arrays you could end up w/ color[n].f, for example.
+ *
+ * glsl_to_tgsi works slightly differently in this regard. It is
+ * emitting something more low level, so it just translates the
+ * params list 1:1 to CONST[] regs. Going from GLSL IR to TGSI,
+ * it just calculates the additional offset of struct field members
+ * in glsl_to_tgsi_visitor::visit(ir_dereference_record *ir) or
+ * glsl_to_tgsi_visitor::visit(ir_dereference_array *ir). It never
+ * needs to work backwards to get base var loc from the param-list
+ * which already has them separated out.
+ */
+ if (loc < 0) {
+ int namelen = strlen(name);
+ for (unsigned i = 0; i < params->NumParameters; i++) {
+ struct gl_program_parameter *p = ¶ms->Parameters[i];
+ if ((strncmp(p->Name, name, namelen) == 0) &&
+ ((p->Name[namelen] == '.') || (p->Name[namelen] == '['))) {
+ loc = i;
+ break;
+ }
+ }
+ }
+
+ return loc;
+}
+
+static void
+st_nir_assign_uniform_locations(struct gl_program *prog,
+ struct gl_shader_program *shader_program,
+ struct exec_list *uniform_list, unsigned *size)
+{
+ int max = 0;
+ int shaderidx = 0;
+
+ nir_foreach_variable(uniform, uniform_list) {
+ int loc;
+
+ /*
+ * UBO's have their own address spaces, so don't count them towards the
+ * number of global uniforms
+ */
+ if ((uniform->data.mode == nir_var_uniform || uniform->data.mode == nir_var_shader_storage) &&
+ uniform->interface_type != NULL)
+ continue;
+
+ if (uniform->type->is_sampler()) {
+ unsigned val;
+ bool found = shader_program->UniformHash->get(val, uniform->name);
+ loc = shaderidx++;
+ assert(found);
+ /* this ensure that nir_lower_samplers looks at the correct
+ * shader_program->UniformStorage[location]:
+ */
+ uniform->data.location = val;
+ } else if (strncmp(uniform->name, "gl_", 3) == 0) {
+ const gl_state_index *const stateTokens = (gl_state_index *)uniform->state_slots[0].tokens;
+ /* This state reference has already been setup by ir_to_mesa, but we'll
+ * get the same index back here.
+ */
+ loc = _mesa_add_state_reference(prog->Parameters, stateTokens);
+ } else {
+ loc = st_nir_lookup_parameter_index(prog->Parameters, uniform->name);
+ }
+
+ uniform->data.driver_location = loc;
+
+ max = MAX2(max, loc + st_glsl_type_size(uniform->type));
+ }
+ *size = max;
+}
+
+extern "C" {
+
+/* First half of converting glsl_to_nir.. this leaves things in a pre-
+ * nir_lower_io state, so that shader variants can more easily insert/
+ * replace variables, etc.
+ */
+nir_shader *
+st_glsl_to_nir(struct st_context *st, struct gl_program *prog,
+ struct gl_shader_program *shader_program,
+ gl_shader_stage stage)
+{
+ struct pipe_screen *pscreen = st->pipe->screen;
+ unsigned ptarget = st_shader_stage_to_ptarget(stage);
+ const nir_shader_compiler_options *options;
+ nir_shader *nir;
+
+ assert(pscreen->get_compiler_options); /* drivers using NIR must implement this */
+
+ options = (const nir_shader_compiler_options *)
+ pscreen->get_compiler_options(pscreen, PIPE_SHADER_IR_NIR, ptarget);
+ assert(options);
+
+ if (prog->nir)
+ return prog->nir;
+
+ nir = glsl_to_nir(shader_program, stage, options);
+ prog->nir = nir;
+
+ NIR_PASS_V(nir, nir_lower_io_to_temporaries,
+ nir_shader_get_entrypoint(nir),
+ true, true);
+ NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+ NIR_PASS_V(nir, st_nir_lower_builtin);
+
+ /* fragment shaders may need : */
+ if (stage == MESA_SHADER_FRAGMENT) {
+ static const gl_state_index wposTransformState[STATE_LENGTH] = {
+ STATE_INTERNAL, STATE_FB_WPOS_Y_TRANSFORM
+ };
+ nir_lower_wpos_ytransform_options wpos_options = {0};
+ struct pipe_screen *pscreen = st->pipe->screen;
+
+ memcpy(wpos_options.state_tokens, wposTransformState,
+ sizeof(wpos_options.state_tokens));
+ wpos_options.fs_coord_origin_upper_left =
+ pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_UPPER_LEFT);
+ wpos_options.fs_coord_origin_lower_left =
+ pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_ORIGIN_LOWER_LEFT);
+ wpos_options.fs_coord_pixel_center_integer =
+ pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_INTEGER);
+ wpos_options.fs_coord_pixel_center_half_integer =
+ pscreen->get_param(pscreen, PIPE_CAP_TGSI_FS_COORD_PIXEL_CENTER_HALF_INTEGER);
+
+ if (nir_lower_wpos_ytransform(nir, &wpos_options)) {
+ nir_validate_shader(nir);
+ _mesa_add_state_reference(prog->Parameters, wposTransformState);
+ }
+ }
+
+ if (st->ctx->_Shader->Flags & GLSL_DUMP) {
+ _mesa_log("\n");
+ _mesa_log("NIR IR for linked %s program %d:\n",
+ _mesa_shader_stage_to_string(stage),
+ shader_program->Name);
+ nir_print_shader(nir, _mesa_get_log_file());
+ _mesa_log("\n\n");
+ }
+
+ return nir;
+}
+
+/* TODO any better helper somewhere to sort a list? */
+
+static void
+insert_sorted(struct exec_list *var_list, nir_variable *new_var)
+{
+ nir_foreach_variable(var, var_list) {
+ if (var->data.location > new_var->data.location) {
+ exec_node_insert_node_before(&var->node, &new_var->node);
+ return;
+ }
+ }
+ exec_list_push_tail(var_list, &new_var->node);
+}
+
+static void
+sort_varyings(struct exec_list *var_list)
+{
+ struct exec_list new_list;
+ exec_list_make_empty(&new_list);
+ nir_foreach_variable_safe(var, var_list) {
+ exec_node_remove(&var->node);
+ insert_sorted(&new_list, var);
+ }
+ exec_list_move_nodes_to(&new_list, var_list);
+}
+
+/* Second half of preparing nir from glsl, which happens after shader
+ * variant lowering.
+ */
+void
+st_finalize_nir(struct st_context *st, struct gl_program *prog, nir_shader *nir)
+{
+ NIR_PASS_V(nir, nir_split_var_copies);
+ NIR_PASS_V(nir, nir_lower_var_copies);
+ NIR_PASS_V(nir, nir_lower_io_types);
+
+ if (nir->stage == MESA_SHADER_VERTEX) {
+ /* Needs special handling so drvloc matches the vbo state: */
+ st_nir_assign_vs_in_locations(prog, &nir->inputs, &nir->num_inputs);
+ sort_varyings(&nir->outputs);
+ nir_assign_var_locations(&nir->outputs,
+ &nir->num_outputs,
+ st_glsl_type_size);
+ st_nir_fixup_varying_slots(st, &nir->outputs);
+ } else if (nir->stage == MESA_SHADER_FRAGMENT) {
+ sort_varyings(&nir->inputs);
+ nir_assign_var_locations(&nir->inputs,
+ &nir->num_inputs,
+ st_glsl_type_size);
+ st_nir_fixup_varying_slots(st, &nir->inputs);
+ nir_assign_var_locations(&nir->outputs,
+ &nir->num_outputs,
+ st_glsl_type_size);
+ } else {
+ unreachable("invalid shader type for tgsi bypass\n");
+ }
+
+ struct gl_shader_program *shader_program;
+ switch (nir->stage) {
+ case MESA_SHADER_VERTEX:
+ shader_program = ((struct st_vertex_program *)prog)->shader_program;
+ break;
+ case MESA_SHADER_FRAGMENT:
+ shader_program = ((struct st_fragment_program *)prog)->shader_program;
+ break;
+ default:
+ assert(!"should not be reached");
+ return;
+ }
+
+ st_nir_assign_uniform_locations(prog, shader_program,
+ &nir->uniforms, &nir->num_uniforms);
+
+ NIR_PASS_V(nir, nir_lower_system_values);
+ NIR_PASS_V(nir, nir_lower_io, nir_var_all, st_glsl_type_size);
+ NIR_PASS_V(nir, nir_lower_samplers, shader_program);
+}
+
+struct gl_program *
+st_nir_get_mesa_program(struct gl_context *ctx,
+ struct gl_shader_program *shader_program,
+ struct gl_shader *shader)
+{
+ struct gl_program *prog;
+ GLenum target = _mesa_shader_stage_to_program(shader->Stage);
+
+ validate_ir_tree(shader->ir);
+
+ prog = ctx->Driver.NewProgram(ctx, target, shader_program->Name);
+ if (!prog)
+ return NULL;
+
+ prog->Parameters = _mesa_new_parameter_list();
+
+ _mesa_copy_linked_program_data(shader->Stage, shader_program, prog);
+ _mesa_generate_parameters_list_for_uniforms(shader_program, shader,
+ prog->Parameters);
+
+ /* Make a pass over the IR to add state references for any built-in
+ * uniforms that are used. This has to be done now (during linking).
+ * Code generation doesn't happen until the first time this shader is
+ * used for rendering. Waiting until then to generate the parameters is
+ * too late. At that point, the values for the built-in uniforms won't
+ * get sent to the shader.
+ */
+ foreach_in_list(ir_instruction, node, shader->ir) {
+ ir_variable *var = node->as_variable();
+
+ if ((var == NULL) || (var->data.mode != ir_var_uniform) ||
+ (strncmp(var->name, "gl_", 3) != 0))
+ continue;
+
+ const ir_state_slot *const slots = var->get_state_slots();
+ assert(slots != NULL);
+
+ for (unsigned int i = 0; i < var->get_num_state_slots(); i++) {
+ _mesa_add_state_reference(prog->Parameters,
+ (gl_state_index *) slots[i].tokens);
+ }
+ }
+
+ if (ctx->_Shader->Flags & GLSL_DUMP) {
+ _mesa_log("\n");
+ _mesa_log("GLSL IR for linked %s program %d:\n",
+ _mesa_shader_stage_to_string(shader->Stage),
+ shader_program->Name);
+ _mesa_print_ir(_mesa_get_log_file(), shader->ir, NULL);
+ _mesa_log("\n\n");
+ }
+
+ prog->Instructions = NULL;
+ prog->NumInstructions = 0;
+
+ do_set_program_inouts(shader->ir, prog, shader->Stage);
+
+ prog->SamplersUsed = shader->active_samplers;
+ prog->ShadowSamplers = shader->shadow_samplers;
+ _mesa_update_shader_textures_used(shader_program, prog);
+
+ _mesa_reference_program(ctx, &shader->Program, prog);
+
+ /* Avoid reallocation of the program parameter list, because the uniform
+ * storage is only associated with the original parameter list.
+ * This should be enough for Bitmap and DrawPixels constants.
+ */
+ _mesa_reserve_parameter_storage(prog->Parameters, 8);
+
+ /* This has to be done last. Any operation the can cause
+ * prog->ParameterValues to get reallocated (e.g., anything that adds a
+ * program constant) has to happen before creating this linkage.
+ */
+ _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
+
+ struct st_vertex_program *stvp;
+ struct st_fragment_program *stfp;
+
+ switch (shader->Type) {
+ case GL_VERTEX_SHADER:
+ stvp = (struct st_vertex_program *)prog;
+ stvp->shader_program = shader_program;
+ break;
+ case GL_FRAGMENT_SHADER:
+ stfp = (struct st_fragment_program *)prog;
+ stfp->shader_program = shader_program;
+ break;
+ default:
+ assert(!"should not be reached");
+ return NULL;
+ }
+
+ return prog;
+}
+
+} /* extern "C" */
#include "program/prog_print.h"
#include "program/programopt.h"
+#include "compiler/nir/nir.h"
+
#include "pipe/p_context.h"
#include "pipe/p_defines.h"
#include "pipe/p_shader_tokens.h"
#include "st_program.h"
#include "st_mesa_to_tgsi.h"
#include "st_atifs_to_tgsi.h"
+#include "st_nir.h"
#include "cso_cache/cso_context.h"
if (vpv->draw_shader)
draw_delete_vertex_shader( st->draw, vpv->draw_shader );
-
- if (vpv->tgsi.tokens)
+
+ if (((vpv->tgsi.type == PIPE_SHADER_IR_TGSI)) && vpv->tgsi.tokens)
ureg_free_tokens(vpv->tgsi.tokens);
-
+
free( vpv );
}
stvp->variants = NULL;
- if (stvp->tgsi.tokens) {
+ if ((stvp->tgsi.type == PIPE_SHADER_IR_TGSI) && stvp->tgsi.tokens) {
tgsi_free_tokens(stvp->tgsi.tokens);
stvp->tgsi.tokens = NULL;
}
stfp->variants = NULL;
- if (stfp->tgsi.tokens) {
+ if ((stfp->tgsi.type == PIPE_SHADER_IR_TGSI) && stfp->tgsi.tokens) {
ureg_free_tokens(stfp->tgsi.tokens);
stfp->tgsi.tokens = NULL;
}
output_semantic_name[num_outputs] = TGSI_SEMANTIC_EDGEFLAG;
output_semantic_index[num_outputs] = 0;
- if (!stvp->glsl_to_tgsi)
+ if (!stvp->glsl_to_tgsi && !stvp->shader_program)
_mesa_remove_output_reads(&stvp->Base.Base, PROGRAM_OUTPUT);
+ if (stvp->shader_program) {
+ nir_shader *nir = st_glsl_to_nir(st, &stvp->Base.Base,
+ stvp->shader_program,
+ MESA_SHADER_VERTEX);
+
+ stvp->tgsi.type = PIPE_SHADER_IR_NIR;
+ stvp->tgsi.ir.nir = nir;
+
+ st_translate_stream_output_info2(&stvp->shader_program->LinkedTransformFeedback,
+ stvp->result_to_output,
+ &stvp->tgsi.stream_output);
+ return true;
+ }
+
ureg = ureg_create_with_screen(PIPE_SHADER_VERTEX, st->pipe->screen);
if (ureg == NULL)
return false;
struct pipe_context *pipe = st->pipe;
vpv->key = *key;
- vpv->tgsi.tokens = tgsi_dup_tokens(stvp->tgsi.tokens);
vpv->tgsi.stream_output = stvp->tgsi.stream_output;
vpv->num_inputs = stvp->num_inputs;
+ if (stvp->tgsi.type == PIPE_SHADER_IR_NIR) {
+ vpv->tgsi.type = PIPE_SHADER_IR_NIR;
+ vpv->tgsi.ir.nir = nir_shader_clone(NULL, stvp->tgsi.ir.nir);
+ if (key->clamp_color)
+ NIR_PASS_V(vpv->tgsi.ir.nir, nir_lower_clamp_color_outputs);
+ if (key->passthrough_edgeflags)
+ NIR_PASS_V(vpv->tgsi.ir.nir, nir_lower_passthrough_edgeflags);
+
+ st_finalize_nir(st, &stvp->Base.Base, vpv->tgsi.ir.nir);
+
+ vpv->driver_shader = pipe->create_vs_state(pipe, &vpv->tgsi);
+ /* driver takes ownership of IR: */
+ vpv->tgsi.ir.nir = NULL;
+ return vpv;
+ }
+
+ vpv->tgsi.tokens = tgsi_dup_tokens(stvp->tgsi.tokens);
+
/* Emulate features. */
if (key->clamp_color || key->passthrough_edgeflags) {
const struct tgsi_token *tokens;
memset(inputSlotToAttr, ~0, sizeof(inputSlotToAttr));
- if (!stfp->glsl_to_tgsi) {
+ if (!stfp->glsl_to_tgsi && !stfp->shader_program) {
_mesa_remove_output_reads(&stfp->Base.Base, PROGRAM_OUTPUT);
if (st->ctx->Const.GLSLFragCoordIsSysVal)
_mesa_program_fragment_position_to_sysval(&stfp->Base.Base);
}
}
+ if (stfp->shader_program) {
+ nir_shader *nir = st_glsl_to_nir(st, &stfp->Base.Base,
+ stfp->shader_program,
+ MESA_SHADER_FRAGMENT);
+
+ stfp->tgsi.type = PIPE_SHADER_IR_NIR;
+ stfp->tgsi.ir.nir = nir;
+
+ return true;
+ }
+
ureg = ureg_create_with_screen(PIPE_SHADER_FRAGMENT, st->pipe->screen);
if (ureg == NULL)
return false;
if (!variant)
return NULL;
+ if (stfp->tgsi.type == PIPE_SHADER_IR_NIR) {
+ tgsi.type = PIPE_SHADER_IR_NIR;
+ tgsi.ir.nir = nir_shader_clone(NULL, stfp->tgsi.ir.nir);
+
+ if (key->clamp_color)
+ NIR_PASS_V(tgsi.ir.nir, nir_lower_clamp_color_outputs);
+
+ if (key->persample_shading) {
+ nir_shader *shader = tgsi.ir.nir;
+ nir_foreach_variable(var, &shader->inputs)
+ var->data.sample = true;
+ }
+
+ assert(!(key->bitmap && key->drawpixels));
+
+ /* glBitmap */
+ if (key->bitmap) {
+ nir_lower_bitmap_options options = {0};
+
+ variant->bitmap_sampler = ffs(~stfp->Base.Base.SamplersUsed) - 1;
+ options.sampler = variant->bitmap_sampler;
+ options.swizzle_xxxx = (st->bitmap.tex_format == PIPE_FORMAT_L8_UNORM);
+
+ NIR_PASS_V(tgsi.ir.nir, nir_lower_bitmap, &options);
+ }
+
+ /* glDrawPixels (color only) */
+ if (key->drawpixels) {
+ nir_lower_drawpixels_options options = {0};
+ unsigned samplers_used = stfp->Base.Base.SamplersUsed;
+
+ /* Find the first unused slot. */
+ variant->drawpix_sampler = ffs(~samplers_used) - 1;
+ options.drawpix_sampler = variant->drawpix_sampler;
+ samplers_used |= (1 << variant->drawpix_sampler);
+
+ options.pixel_maps = key->pixelMaps;
+ if (key->pixelMaps) {
+ variant->pixelmap_sampler = ffs(~samplers_used) - 1;
+ options.pixelmap_sampler = variant->pixelmap_sampler;
+ }
+
+ options.scale_and_bias = key->scaleAndBias;
+ if (key->scaleAndBias) {
+ _mesa_add_state_reference(params, scale_state);
+ memcpy(options.scale_state_tokens, scale_state,
+ sizeof(options.scale_state_tokens));
+ _mesa_add_state_reference(params, bias_state);
+ memcpy(options.bias_state_tokens, bias_state,
+ sizeof(options.bias_state_tokens));
+ }
+
+ _mesa_add_state_reference(params, texcoord_state);
+ memcpy(options.texcoord_state_tokens, texcoord_state,
+ sizeof(options.texcoord_state_tokens));
+
+ NIR_PASS_V(tgsi.ir.nir, nir_lower_drawpixels, &options);
+ }
+
+ st_finalize_nir(st, &stfp->Base.Base, tgsi.ir.nir);
+
+ variant->driver_shader = pipe->create_fs_state(pipe, &tgsi);
+ variant->key = *key;
+
+ return variant;
+ }
+
tgsi.tokens = stfp->tgsi.tokens;
assert(!(key->bitmap && key->drawpixels));