nir_variable *v_position;
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, NULL);
+ nir_builder b = nir_builder_init_simple_shader(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);
nir_shader *
radv_meta_build_nir_fs_noop(void)
{
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_asprintf(b.shader,
"meta_noop_fs");
build_nir_vertex_shader(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
{
char shader_name[64];
const struct glsl_type *vec4 = glsl_vec4_type();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
sprintf(shader_name, "meta_blit_fs.%d", tex_dim);
b.shader->info.name = ralloc_strdup(b.shader, shader_name);
{
char shader_name[64];
const struct glsl_type *vec4 = glsl_vec4_type();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
sprintf(shader_name, "meta_blit_depth_fs.%d", tex_dim);
b.shader->info.name = ralloc_strdup(b.shader, shader_name);
{
char shader_name[64];
const struct glsl_type *vec4 = glsl_vec4_type();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
sprintf(shader_name, "meta_blit_stencil_fs.%d", tex_dim);
b.shader->info.name = ralloc_strdup(b.shader, shader_name);
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit2d_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
{
const struct glsl_type *vec4 = glsl_vec4_type();
const struct glsl_type *vec2 = glsl_vector_type(GLSL_TYPE_FLOAT, 2);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
static nir_shader *
build_buffer_fill_shader(struct radv_device *dev)
{
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_buffer_fill");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
static nir_shader *
build_buffer_copy_shader(struct radv_device *dev)
{
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_buffer_copy");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
false,
GLSL_TYPE_FLOAT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itob_cs_3d" : "meta_itob_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
const struct glsl_type *img_type = glsl_image_type(dim,
false,
GLSL_TYPE_FLOAT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_btoi_cs_3d" : "meta_btoi_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
false,
GLSL_TYPE_FLOAT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_btoi_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
const struct glsl_type *img_type = glsl_image_type(dim,
false,
GLSL_TYPE_FLOAT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_itoi_cs_3d" : "meta_itoi_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
false,
GLSL_TYPE_FLOAT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_itoi_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
const struct glsl_type *img_type = glsl_image_type(dim,
false,
GLSL_TYPE_FLOAT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, is_3d ? "meta_cleari_cs_3d" : "meta_cleari_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
const struct glsl_type *img_type = glsl_image_type(GLSL_SAMPLER_DIM_BUF,
false,
GLSL_TYPE_FLOAT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_cleari_r32g32b32_cs");
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
struct nir_shader **out_fs,
uint32_t frag_output)
{
- nir_builder vs_b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, NULL);
- nir_builder fs_b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
+ nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs");
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs");
struct nir_shader **out_fs,
bool unrestricted)
{
- nir_builder vs_b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, NULL);
- nir_builder fs_b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder vs_b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
+ nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
vs_b.shader->info.name = ralloc_strdup(vs_b.shader,
unrestricted ? "meta_clear_depthstencil_unrestricted_vs"
static nir_shader *
build_clear_htile_mask_shader()
{
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_clear_htile_mask");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
false,
GLSL_TYPE_FLOAT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "dcc_decompress_compute");
/* We need at least 16/16/1 to cover an entire DCC block in a single workgroup. */
snprintf(name, 64, "meta_fmask_expand_cs-%d", samples);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
const struct glsl_type *vec4 = glsl_vec4_type();
nir_variable *f_color; /* vec4, fragment output color */
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_asprintf(b.shader,
"meta_resolve_fs");
false,
GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_resolve_cs-%d-%s", samples, is_integer ? "int" : (is_srgb ? "srgb" : "float"));
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
index == DEPTH_RESOLVE ? "depth" : "stencil",
get_resolve_mode_str(resolve_mode), samples);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
b.shader->info.cs.local_size[0] = 16;
b.shader->info.cs.local_size[1] = 16;
build_nir_vertex_shader(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_resolve_vs");
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
GLSL_TYPE_FLOAT);
snprintf(name, 64, "meta_resolve_fs-%d-%s", samples, is_integer ? "int" : "float");
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
index == DEPTH_RESOLVE ? "depth" : "stencil",
get_resolve_mode_str(resolve_mode), samples);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, name);
nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform,
}
if (!modules[MESA_SHADER_FRAGMENT] && !modules[MESA_SHADER_COMPUTE]) {
- nir_builder fs_b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
fs_m.nir = fs_b.shader;
modules[MESA_SHADER_FRAGMENT] = &fs_m;
* }
* }
*/
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "occlusion_query");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
* }
* }
*/
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "pipeline_statistics_query");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
* }
* }
*/
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "tfb_query");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
* }
* }
*/
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "timestamp_query");
b.shader->info.cs.local_size[0] = 64;
b.shader->info.cs.local_size[1] = 1;
struct radv_shader_binary *binary = NULL;
struct radv_shader_info info = {0};
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_trap_handler");
options.explicit_scratch_args = true;
get_clear_rect_vs()
{
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options);
b.shader->info.name = ralloc_strdup(b.shader, "meta clear vs");
const struct glsl_type *vec4 = glsl_vec4_type();
get_color_clear_rect_fs(uint32_t rt_idx, VkFormat format)
{
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
b.shader->info.name = ralloc_strdup(b.shader, "meta clear fs");
enum pipe_format pformat = vk_format_to_pipe_format(format);
get_depth_clear_rect_fs()
{
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
b.shader->info.name = ralloc_strdup(b.shader, "meta depth clear fs");
nir_variable *fs_out_depth =
get_blit_vs()
{
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options);
b.shader->info.name = ralloc_strdup(b.shader, "meta blit vs");
const struct glsl_type *vec4 = glsl_vec4_type();
enum glsl_sampler_dim sampler_dim)
{
const nir_shader_compiler_options *options = v3dv_pipeline_get_nir_options();
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
b.shader->info.name = ralloc_strdup(b.shader, "meta blit fs");
const struct glsl_type *vec4 = glsl_vec4_type();
/* Add a no-op fragment shader if needed */
if (!pipeline->fs) {
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT,
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
&v3dv_nir_options);
b.shader->info.name = ralloc_strdup(b.shader, "noop_fs");
}
static inline nir_builder MUST_CHECK
-nir_builder_init_simple_shader(void *mem_ctx,
- gl_shader_stage stage,
+nir_builder_init_simple_shader(gl_shader_stage stage,
const nir_shader_compiler_options *options)
{
nir_builder b;
memset(&b, 0, sizeof(b));
- b.shader = nir_shader_create(mem_ctx, stage, options, NULL);
+ b.shader = nir_shader_create(NULL, stage, options, NULL);
nir_function *func = nir_function_create(b.shader, "main");
func->is_entrypoint = true;
b.exact = false;
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
- _b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, &options);
+ _b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options);
b = &_b;
}
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
- bld = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, &options);
+ bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
v1 = nir_imm_vec4(&bld, -2.0, -1.0, 1.0, 2.0);
v2 = nir_imm_vec4(&bld, 2.0, 1.0, -1.0, -2.0);
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
- b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, &options);
+ b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
}
nir_cf_test::~nir_cf_test()
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
- _b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, &options);
+ _b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options);
b = &_b;
}
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
- bld = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, &options);
+ bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
nir_variable *var = nir_variable_create(bld.shader, nir_var_shader_in, glsl_int_type(), "in");
in_def = nir_load_var(&bld, var);
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
- bld = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, &options);
+ bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
memset(c1, 0, sizeof(c1));
memset(c2, 0, sizeof(c2));
}
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
- bld = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, &options);
+ bld = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, &options);
nir_variable *var = nir_variable_create(bld.shader, nir_var_shader_in, glsl_int_type(), "in");
in_def = nir_load_var(&bld, var);
{
glsl_type_singleton_init_or_ref();
- _b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, &options);
+ _b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options);
b = &_b;
}
glsl_type_singleton_init_or_ref();
static const nir_shader_compiler_options options = { };
- _b = nir_builder_init_simple_shader(NULL, MESA_SHADER_COMPUTE, &options);
+ _b = nir_builder_init_simple_shader(MESA_SHADER_COMPUTE, &options);
b = &_b;
lin_ctx = linear_alloc_parent(b->shader, 0);
}
if (!nir[MESA_SHADER_FRAGMENT]) {
const nir_shader_compiler_options *nir_options =
ir3_get_compiler_options(builder->device->compiler);
- nir_builder fs_b = nir_builder_init_simple_shader(NULL,
- MESA_SHADER_FRAGMENT,
+ nir_builder fs_b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
nir_options);
fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "noop_fs");
nir[MESA_SHADER_FRAGMENT] = fs_b.shader;
screen->get_compiler_options(screen, PIPE_SHADER_IR_NIR, scan.processor);
}
- c->build = nir_builder_init_simple_shader(NULL,
- tgsi_processor_to_shader_stage(scan.processor),
+ c->build = nir_builder_init_simple_shader(tgsi_processor_to_shader_stage(scan.processor),
options);
s = c->build.shader;
PIPE_SHADER_IR_NIR,
PIPE_SHADER_VERTEX);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options);
b.shader->info.name = ralloc_strdup(b.shader, "linear_blit_vs");
const struct glsl_type *vec4 = glsl_vec4_type();
PIPE_SHADER_IR_NIR,
PIPE_SHADER_FRAGMENT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT,
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
options);
b.shader->info.name = ralloc_strdup(b.shader, name);
if (has_fragment_shader == false) {
/* create a dummy fragment shader for this pipeline. */
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, NULL);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "dummy_frag");
pipeline->pipeline_nir[MESA_SHADER_FRAGMENT] = b.shader;
gl_shader_stage stage,
const char *name)
{
- *b = nir_builder_init_simple_shader(NULL, stage, NULL);
+ *b = nir_builder_init_simple_shader(stage, NULL);
ralloc_adopt(mem_ctx, b->shader);
if (name != NULL)
b->shader->info.name = ralloc_strdup(b->shader, name);
const nir_shader_compiler_options *options,
const struct brw_tcs_prog_key *key)
{
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_TESS_CTRL,
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_TESS_CTRL,
options);
ralloc_adopt(mem_ctx, b.shader);
nir_shader *nir = b.shader;
return NULL;
c->prog = prog;
- c->build = nir_builder_init_simple_shader(NULL, stage, options);
+ c->build = nir_builder_init_simple_shader(stage, options);
/* Copy the shader_info from the gl_program */
c->build.shader->info = prog->info;
const nir_shader_compiler_options *options =
st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
nir_variable *texcoord =
nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(2),
const nir_shader_compiler_options *options =
st_get_nir_compiler_options(st, MESA_SHADER_FRAGMENT);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
nir_variable *texcoord =
nir_variable_create(b.shader, nir_var_shader_in, glsl_vec_type(2),
const nir_shader_compiler_options *options =
st_get_nir_compiler_options(st, stage);
- nir_builder b = nir_builder_init_simple_shader(NULL, stage, options);
+ nir_builder b = nir_builder_init_simple_shader(stage, options);
char var_name[15];
const nir_shader_compiler_options *options =
st_get_nir_compiler_options(st, MESA_SHADER_VERTEX);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_VERTEX, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX, options);
nir_variable *in_pos = nir_variable_create(b.shader, nir_var_shader_in,
vec4, "in_pos");
bool pos_is_sysval =
screen->get_param(screen, PIPE_CAP_TGSI_FS_POSITION_IS_SYSVAL);
- nir_builder b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, options);
+ nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, options);
nir_ssa_def *zero = nir_imm_int(&b, 0);
{
bool is_colour = loc >= FRAG_RESULT_DATA0;
- nir_builder _b = nir_builder_init_simple_shader(NULL, MESA_SHADER_FRAGMENT, &midgard_nir_options);
+ nir_builder _b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT, &midgard_nir_options);
nir_builder *b = &_b;
nir_shader *shader = b->shader;