pipeline->layout,
&keys[MESA_SHADER_FRAGMENT],
&infos[MESA_SHADER_FRAGMENT],
- pipeline->device->physical_device->use_llvm);
+ radv_use_llvm_for_stage(pipeline->device, MESA_SHADER_FRAGMENT));
/* TODO: These are no longer used as keys we should refactor this */
keys[MESA_SHADER_VERTEX].vs_common_out.export_prim_id =
radv_nir_shader_info_pass(combined_nir[i],
pipeline->layout, &key,
&infos[MESA_SHADER_TESS_CTRL],
- pipeline->device->physical_device->use_llvm);
+ radv_use_llvm_for_stage(pipeline->device, MESA_SHADER_TESS_CTRL));
}
keys[MESA_SHADER_TESS_EVAL].tes.num_patches =
pipeline->layout,
&keys[pre_stage],
&infos[MESA_SHADER_GEOMETRY],
- pipeline->device->physical_device->use_llvm);
+ radv_use_llvm_for_stage(pipeline->device, MESA_SHADER_GEOMETRY));
}
filled_stages |= (1 << pre_stage);
radv_nir_shader_info_init(&infos[i]);
radv_nir_shader_info_pass(nir[i], pipeline->layout,
- &keys[i], &infos[i], pipeline->device->physical_device->use_llvm);
+ &keys[i], &infos[i],
+ radv_use_llvm_for_stage(pipeline->device, i));
}
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
/* do this again since information such as outputs_read can be out-of-date */
nir_shader_gather_info(nir[i], nir_shader_get_entrypoint(nir[i]));
- if (device->physical_device->use_llvm) {
+ if (radv_use_llvm_for_stage(device, i)) {
NIR_PASS_V(nir[i], nir_lower_bool_to_int32);
} else {
NIR_PASS_V(nir[i], nir_lower_non_uniform_access,
radv_nir_shader_info_pass(nir[MESA_SHADER_GEOMETRY],
pipeline->layout, &key,
- &info, pipeline->device->physical_device->use_llvm);
+ &info,
+ radv_use_llvm_for_stage(pipeline->device, MESA_SHADER_GEOMETRY));
info.wave_size = 64; /* Wave32 not supported. */
info.ballot_bit_size = 64;
/* backend IR */
if (p < end) {
p->isText = true;
- if (pipeline->device->physical_device->use_llvm) {
+ if (radv_use_llvm_for_stage(pipeline->device, stage)) {
desc_copy(p->name, "LLVM IR");
desc_copy(p->description, "The LLVM IR after some optimizations");
} else {
{
nir_shader *nir;
const nir_shader_compiler_options *nir_options =
- device->physical_device->use_llvm ? &nir_options_llvm :
- &nir_options_aco;
+ radv_use_llvm_for_stage(device, stage) ? &nir_options_llvm : &nir_options_aco;
if (module->nir) {
/* Some things such as our meta clear/blit code will give us a NIR
NIR_PASS_V(nir, nir_split_per_member_structs);
if (nir->info.stage == MESA_SHADER_FRAGMENT &&
- !device->physical_device->use_llvm)
+ !radv_use_llvm_for_stage(device, nir->info.stage))
NIR_PASS_V(nir, nir_lower_io_to_vector, nir_var_shader_out);
if (nir->info.stage == MESA_SHADER_FRAGMENT)
NIR_PASS_V(nir, nir_lower_input_attachments, true);
shader_count >= 2 ? shaders[shader_count - 2]->info.stage
: MESA_SHADER_VERTEX);
- if (device->physical_device->use_llvm ||
+ if (radv_use_llvm_for_stage(device, stage) ||
options->dump_shader || options->record_ir)
ac_init_llvm_once();
- if (device->physical_device->use_llvm) {
+ if (radv_use_llvm_for_stage(device, stage)) {
llvm_compile_shader(device, shader_count, shaders, &binary, &args);
} else {
aco_compile_shader(shader_count, shaders, &binary, &args);
bool keep_shader_info, bool keep_statistic_info,
struct radv_shader_binary **binary_out)
{
+ gl_shader_stage stage = shaders[shader_count - 1]->info.stage;
struct radv_nir_compiler_options options = {0};
options.layout = layout;
if (key)
options.key = *key;
- options.explicit_scratch_args = !device->physical_device->use_llvm;
+ options.explicit_scratch_args = !radv_use_llvm_for_stage(device, stage);
options.robust_buffer_access = device->robust_buffer_access;
- return shader_variant_compile(device, module, shaders, shader_count, shaders[shader_count - 1]->info.stage, info,
+ return shader_variant_compile(device, module, shaders, shader_count, stage, info,
&options, false, keep_shader_info, keep_statistic_info, binary_out);
}
bool multiview)
{
struct radv_nir_compiler_options options = {0};
+ gl_shader_stage stage = MESA_SHADER_VERTEX;
- options.explicit_scratch_args = !device->physical_device->use_llvm;
+ options.explicit_scratch_args = !radv_use_llvm_for_stage(device, stage);
options.key.has_multiview_view_index = multiview;
- return shader_variant_compile(device, NULL, &shader, 1, MESA_SHADER_VERTEX,
+ return shader_variant_compile(device, NULL, &shader, 1, stage,
info, &options, true, keep_shader_info, keep_statistic_info, binary_out);
}