if (key && (key->has_gs || key->tessellation)) {
switch (shader->type) {
case MESA_SHADER_VERTEX:
- NIR_PASS_V(s, ir3_nir_lower_to_explicit_io, shader, key->tessellation);
+ NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, shader, key->tessellation);
break;
case MESA_SHADER_TESS_CTRL:
NIR_PASS_V(s, ir3_nir_lower_tess_ctrl, shader, key->tessellation);
case MESA_SHADER_TESS_EVAL:
NIR_PASS_V(s, ir3_nir_lower_tess_eval, key->tessellation);
if (key->has_gs)
- NIR_PASS_V(s, ir3_nir_lower_to_explicit_io, shader, key->tessellation);
+ NIR_PASS_V(s, ir3_nir_lower_to_explicit_output, shader, key->tessellation);
break;
case MESA_SHADER_GEOMETRY:
NIR_PASS_V(s, ir3_nir_lower_gs, shader);
bool ir3_nir_lower_tex_prefetch(nir_shader *shader);
-void ir3_nir_lower_to_explicit_io(nir_shader *shader,
+void ir3_nir_lower_to_explicit_output(nir_shader *shader,
struct ir3_shader *s, unsigned topology);
void ir3_nir_lower_tess_ctrl(nir_shader *shader, struct ir3_shader *s, unsigned topology);
void ir3_nir_lower_tess_eval(nir_shader *shader, unsigned topology);
}
static void
-lower_vs_block(nir_block *block, nir_builder *b, struct state *state)
+lower_block_to_explicit_output(nir_block *block, nir_builder *b, struct state *state)
{
nir_foreach_instr_safe (instr, block) {
if (instr->type != nir_instr_type_intrinsic)
}
void
-ir3_nir_lower_to_explicit_io(nir_shader *shader, struct ir3_shader *s, unsigned topology)
+ir3_nir_lower_to_explicit_output(nir_shader *shader, struct ir3_shader *s, unsigned topology)
{
struct state state = { };
state.header = nir_load_gs_header_ir3(&b);
nir_foreach_block_safe (block, impl)
- lower_vs_block(block, &b, &state);
+ lower_block_to_explicit_output(block, &b, &state);
nir_metadata_preserve(impl, nir_metadata_block_index |
nir_metadata_dominance);