d3d12: fix code after simple-shader helper changes

Fixes: 4e9328e3b6a ("nir_builder: Return a new builder from nir_builder_init_simple_shader().")
Fixes: 5f992802f51 ("nir/builder: Drop the mem_ctx arg from nir_builder_init_simple_shader().")
Fixes: eda3e4e055e ("nir/builder: Add a name format arg to nir_builder_init_simple_shader().")
Reviewed-By: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/7574>
This commit is contained in:
Erik Faye-Lund 2020-11-12 14:31:23 +01:00 committed by Marge Bot
parent 5f99962540
commit 5d2e9d76c1
2 changed files with 12 additions and 14 deletions

View File

@ -612,10 +612,9 @@ get_stencil_resolve_vs(struct d3d12_context *ctx)
if (ctx->stencil_resolve_vs)
return ctx->stencil_resolve_vs;
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX,
dxil_get_nir_compiler_options());
b.shader->info.name = ralloc_strdup(b.shader, "linear_blit_vs");
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_VERTEX,
dxil_get_nir_compiler_options(),
"linear_blit_vs");
const struct glsl_type *vec4 = glsl_vec4_type();
nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
@ -641,9 +640,9 @@ get_stencil_resolve_fs(struct d3d12_context *ctx)
if (ctx->stencil_resolve_fs)
return ctx->stencil_resolve_fs;
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT,
dxil_get_nir_compiler_options());
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_FRAGMENT,
dxil_get_nir_compiler_options(),
"stencil_resolve_fs");
nir_variable *stencil_out = nir_variable_create(b.shader,
nir_var_shader_out,

View File

@ -78,13 +78,13 @@ d3d12_make_passthrough_gs(struct d3d12_context *ctx, struct d3d12_gs_variant_key
{
struct d3d12_shader_selector *gs;
uint64_t varyings = key->varyings.mask;
nir_builder b;
nir_shader *nir;
nir_intrinsic_instr *instr;
struct pipe_shader_state templ;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_GEOMETRY,
dxil_get_nir_compiler_options());
nir_builder b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
dxil_get_nir_compiler_options(),
"passthrough");
nir = b.shader;
nir->info.inputs_read = varyings;
@ -95,7 +95,6 @@ d3d12_make_passthrough_gs(struct d3d12_context *ctx, struct d3d12_gs_variant_key
nir->info.gs.vertices_out = 1;
nir->info.gs.invocations = 1;
nir->info.gs.active_stream_mask = 1;
nir->info.name = ralloc_strdup(nir, "passthrough");
/* Copy inputs to outputs. */
while (varyings) {
@ -173,8 +172,9 @@ d3d12_begin_emit_primitives_gs(struct emit_primitives_context *emit_ctx,
emit_ctx->ctx = ctx;
nir_builder_init_simple_shader(b, NULL, MESA_SHADER_GEOMETRY,
dxil_get_nir_compiler_options());
emit_ctx->b = nir_builder_init_simple_shader(MESA_SHADER_GEOMETRY,
dxil_get_nir_compiler_options(),
"edgeflags");
nir_shader *nir = b->shader;
nir->info.inputs_read = varyings;
@ -185,7 +185,6 @@ d3d12_begin_emit_primitives_gs(struct emit_primitives_context *emit_ctx,
nir->info.gs.vertices_out = vertices_out;
nir->info.gs.invocations = 1;
nir->info.gs.active_stream_mask = 1;
nir->info.name = ralloc_strdup(nir, "edgeflags");
while (varyings) {
char tmp[100];