{
return radv_meta_gen_rect_vertices_comp2(vs_b, nir_imm_float(vs_b, 0.0));
}
+
+/* vertex shader that generates vertices */
+nir_shader *
+radv_meta_build_nir_vs_generate_vertices(void)
+{
+ const struct glsl_type *vec4 = glsl_vec4_type();
+
+ nir_builder b;
+ nir_variable *v_position;
+
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
+ b.shader->info->name = ralloc_strdup(b.shader, "meta_vs_gen_verts");
+
+ nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
+
+ v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
+ "gl_Position");
+ v_position->data.location = VARYING_SLOT_POS;
+
+ nir_store_var(&b, v_position, outvec, 0xf);
+
+ return b.shader;
+}
+
+nir_shader *
+radv_meta_build_nir_fs_noop(void)
+{
+ nir_builder b;
+
+ nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
+ b.shader->info->name = ralloc_asprintf(b.shader,
+ "meta_noop_fs");
+
+ return b.shader;
+}
nir_ssa_def *radv_meta_gen_rect_vertices(nir_builder *vs_b);
nir_ssa_def *radv_meta_gen_rect_vertices_comp2(nir_builder *vs_b, nir_ssa_def *comp2);
+nir_shader *radv_meta_build_nir_vs_generate_vertices(void);
+nir_shader *radv_meta_build_nir_fs_noop(void);
#ifdef __cplusplus
}
#endif
#include "radv_meta.h"
#include "radv_private.h"
-#include "nir/nir_builder.h"
#include "sid.h"
-/* vertex shader that generates vertices */
-static nir_shader *
-build_nir_vs(void)
-{
- const struct glsl_type *vec4 = glsl_vec4_type();
-
- nir_builder b;
- nir_variable *v_position;
-
- nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
- b.shader->info->name = ralloc_strdup(b.shader, "meta_depth_decomp_vs");
-
- nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
-
- v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
- "gl_Position");
- v_position->data.location = VARYING_SLOT_POS;
-
- nir_store_var(&b, v_position, outvec, 0xf);
-
- return b.shader;
-}
-
-/* simple passthrough shader */
-static nir_shader *
-build_nir_fs(void)
-{
- nir_builder b;
-
- nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
- b.shader->info->name = ralloc_asprintf(b.shader,
- "meta_depth_decomp_noop_fs");
-
- return b.shader;
-}
-
static VkResult
create_pass(struct radv_device *device)
{
VkDevice device_h = radv_device_to_handle(device);
struct radv_shader_module fs_module = {
- .nir = build_nir_fs(),
+ .nir = radv_meta_build_nir_fs_noop(),
};
if (!fs_module.nir) {
zero(device->meta_state.depth_decomp);
- struct radv_shader_module vs_module = { .nir = build_nir_vs() };
+ struct radv_shader_module vs_module = { .nir = radv_meta_build_nir_vs_generate_vertices() };
if (!vs_module.nir) {
/* XXX: Need more accurate error */
res = VK_ERROR_OUT_OF_HOST_MEMORY;
#include "radv_meta.h"
#include "radv_private.h"
-#include "nir/nir_builder.h"
#include "sid.h"
-/* vertex shader that generates vertices */
-static nir_shader *
-build_nir_vs(void)
-{
- const struct glsl_type *vec4 = glsl_vec4_type();
-
- nir_builder b;
- nir_variable *v_position;
-
- nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
- b.shader->info->name = ralloc_strdup(b.shader, "meta_fast_clear_vs");
-
- nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
-
- v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
- "gl_Position");
- v_position->data.location = VARYING_SLOT_POS;
-
- nir_store_var(&b, v_position, outvec, 0xf);
-
- return b.shader;
-}
-
-/* simple passthrough shader */
-static nir_shader *
-build_nir_fs(void)
-{
- nir_builder b;
-
- nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
- b.shader->info->name = ralloc_asprintf(b.shader,
- "meta_fast_clear_noop_fs");
-
- return b.shader;
-}
-
static VkResult
create_pass(struct radv_device *device)
{
VkDevice device_h = radv_device_to_handle(device);
struct radv_shader_module fs_module = {
- .nir = build_nir_fs(),
+ .nir = radv_meta_build_nir_fs_noop(),
};
if (!fs_module.nir) {
zero(device->meta_state.fast_clear_flush);
- struct radv_shader_module vs_module = { .nir = build_nir_vs() };
+ struct radv_shader_module vs_module = { .nir = radv_meta_build_nir_vs_generate_vertices() };
if (!vs_module.nir) {
/* XXX: Need more accurate error */
res = VK_ERROR_OUT_OF_HOST_MEMORY;
#include "nir/nir_builder.h"
#include "sid.h"
-/* vertex shader that generates vertex data */
-static nir_shader *
-build_nir_vs(void)
-{
- const struct glsl_type *vec4 = glsl_vec4_type();
-
- nir_builder b;
- nir_variable *v_position;
-
- nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
- b.shader->info->name = ralloc_strdup(b.shader, "meta_resolve_vs");
-
- nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&b);
-
- v_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
- "gl_Position");
- v_position->data.location = VARYING_SLOT_POS;
-
-
- nir_store_var(&b, v_position, outvec, 0xf);
-
- return b.shader;
-}
-
-/* simple passthrough shader */
+/* emit 0, 0, 0, 1 */
static nir_shader *
build_nir_fs(void)
{
zero(device->meta_state.resolve);
- struct radv_shader_module vs_module = { .nir = build_nir_vs() };
+ struct radv_shader_module vs_module = { .nir = radv_meta_build_nir_vs_generate_vertices() };
if (!vs_module.nir) {
/* XXX: Need more accurate error */
res = VK_ERROR_OUT_OF_HOST_MEMORY;