char **error_str)
{
nir_shader *shader = nir_shader_clone(mem_ctx, src_shader);
- shader = brw_nir_apply_sampler_key(shader, compiler->devinfo, &key->tex,
- true);
+ shader = brw_nir_apply_sampler_key(shader, compiler, &key->tex, true);
brw_nir_lower_fs_inputs(shader, vue_map, prog, compiler->devinfo, key);
brw_nir_lower_fs_outputs(shader);
if (!key->multisample_fbo)
NIR_PASS_V(shader, demote_sample_qualifiers);
NIR_PASS_V(shader, move_interpolation_to_top);
- shader = brw_postprocess_nir(shader, compiler->devinfo, true);
+ shader = brw_postprocess_nir(shader, compiler, true);
/* key->alpha_test_func means simulating alpha testing via discards,
* so the shader definitely kills pixels.
char **error_str)
{
nir_shader *shader = nir_shader_clone(mem_ctx, src_shader);
- shader = brw_nir_apply_sampler_key(shader, compiler->devinfo, &key->tex,
- true);
+ shader = brw_nir_apply_sampler_key(shader, compiler, &key->tex, true);
brw_nir_lower_cs_shared(shader);
prog_data->base.total_shared += shader->num_shared;
(unsigned)4 * (prog_data->thread_local_id_index + 1));
brw_nir_lower_intrinsics(shader, &prog_data->base);
- shader = brw_postprocess_nir(shader, compiler->devinfo, true);
+ shader = brw_postprocess_nir(shader, compiler, true);
prog_data->local_size[0] = shader->info->cs.local_size[0];
prog_data->local_size[1] = shader->info->cs.local_size[1];
* will not work.
*/
nir_shader *
-brw_postprocess_nir(nir_shader *nir,
- const struct gen_device_info *devinfo,
+brw_postprocess_nir(nir_shader *nir, const struct brw_compiler *compiler,
bool is_scalar)
{
+ const struct gen_device_info *devinfo = compiler->devinfo;
bool debug_enabled =
(INTEL_DEBUG & intel_debug_flag_for_shader_stage(nir->stage));
nir_shader *
brw_nir_apply_sampler_key(nir_shader *nir,
- const struct gen_device_info *devinfo,
+ const struct brw_compiler *compiler,
const struct brw_sampler_prog_key_data *key_tex,
bool is_scalar)
{
+ const struct gen_device_info *devinfo = compiler->devinfo;
nir_lower_tex_options tex_options = { 0 };
/* Iron Lake and prior require lowering of all rectangle textures */
void brw_nir_lower_cs_shared(nir_shader *nir);
nir_shader *brw_postprocess_nir(nir_shader *nir,
- const struct gen_device_info *devinfo,
+ const struct brw_compiler *compiler,
bool is_scalar);
bool brw_nir_apply_attribute_workarounds(nir_shader *nir,
void brw_nir_apply_tcs_quads_workaround(nir_shader *nir);
nir_shader *brw_nir_apply_sampler_key(nir_shader *nir,
- const struct gen_device_info *devinfo,
+ const struct brw_compiler *compiler,
const struct brw_sampler_prog_key_data *key,
bool is_scalar);
brw_compute_tess_vue_map(&input_vue_map, nir->info->inputs_read,
nir->info->patch_inputs_read);
- nir = brw_nir_apply_sampler_key(nir, devinfo, &key->tex, is_scalar);
+ nir = brw_nir_apply_sampler_key(nir, compiler, &key->tex, is_scalar);
brw_nir_lower_tes_inputs(nir, &input_vue_map);
brw_nir_lower_vue_outputs(nir, is_scalar);
- nir = brw_postprocess_nir(nir, compiler->devinfo, is_scalar);
+ nir = brw_postprocess_nir(nir, compiler, is_scalar);
brw_compute_vue_map(devinfo, &prog_data->base.vue_map,
nir->info->outputs_written,
{
const bool is_scalar = compiler->scalar_stage[MESA_SHADER_VERTEX];
nir_shader *shader = nir_shader_clone(mem_ctx, src_shader);
- shader = brw_nir_apply_sampler_key(shader, compiler->devinfo, &key->tex,
- is_scalar);
+ shader = brw_nir_apply_sampler_key(shader, compiler, &key->tex, is_scalar);
brw_nir_lower_vs_inputs(shader, is_scalar,
use_legacy_snorm_formula, key->gl_attrib_wa_flags);
brw_nir_lower_vue_outputs(shader, is_scalar);
- shader = brw_postprocess_nir(shader, compiler->devinfo, is_scalar);
+ shader = brw_postprocess_nir(shader, compiler, is_scalar);
const unsigned *assembly = NULL;
&c.input_vue_map, inputs_read,
shader->info->separate_shader);
- shader = brw_nir_apply_sampler_key(shader, compiler->devinfo, &key->tex,
- is_scalar);
+ shader = brw_nir_apply_sampler_key(shader, compiler, &key->tex, is_scalar);
brw_nir_lower_vue_inputs(shader, is_scalar, &c.input_vue_map);
brw_nir_lower_vue_outputs(shader, is_scalar);
- shader = brw_postprocess_nir(shader, compiler->devinfo, is_scalar);
+ shader = brw_postprocess_nir(shader, compiler, is_scalar);
prog_data->base.clip_distance_mask =
((1 << shader->info->clip_distance_array_size) - 1);
nir->info->outputs_written,
nir->info->patch_outputs_written);
- nir = brw_nir_apply_sampler_key(nir, devinfo, &key->tex, is_scalar);
+ nir = brw_nir_apply_sampler_key(nir, compiler, &key->tex, is_scalar);
brw_nir_lower_vue_inputs(nir, is_scalar, &input_vue_map);
brw_nir_lower_tcs_outputs(nir, &vue_prog_data->vue_map);
if (key->quads_workaround)
brw_nir_apply_tcs_quads_workaround(nir);
- nir = brw_postprocess_nir(nir, compiler->devinfo, is_scalar);
+ nir = brw_postprocess_nir(nir, compiler, is_scalar);
if (is_scalar)
prog_data->instances = DIV_ROUND_UP(nir->info->tcs.vertices_out, 8);