compiler: rename vs.tes_agx bit to vs.tes_poly

Preparing to move AGX's GS/TESS lowering code.

Signed-off-by: Mary Guillemard <mary.guillemard@collabora.com>
Reviewed-by: Alyssa Rosenzweig <alyssa.rosenzweig@intel.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/37914>
This commit is contained in:
Mary Guillemard 2025-10-05 23:40:28 +02:00 committed by Marge Bot
parent 1e0c18d6cf
commit 71c4943c37
5 changed files with 6 additions and 6 deletions

View file

@ -1425,7 +1425,7 @@ lower_vs_before_gs(nir_builder *b, nir_intrinsic_instr *intr, void *data)
}
if (b->shader->info.stage == MESA_SHADER_VERTEX &&
!b->shader->info.vs.tes_agx) {
!b->shader->info.vs.tes_poly) {
primitive_id = nir_load_vertex_id_zero_base(b);
instance_id = nir_load_instance_id(b);
} else {

View file

@ -255,7 +255,7 @@ agx_nir_lower_tes(nir_shader *tes, bool to_hw_vs)
*/
tes->info.stage = MESA_SHADER_VERTEX;
memset(&tes->info.vs, 0, sizeof(tes->info.vs));
tes->info.vs.tes_agx = true;
tes->info.vs.tes_poly = true;
} else {
/* If we're running as a compute shader, we need to load from the index
* buffer manually. Fortunately, this doesn't require a shader key:

View file

@ -353,7 +353,7 @@ typedef struct shader_info {
uint8_t blit_sgprs_amd:4;
/* Software TES executing as HW VS */
bool tes_agx:1;
bool tes_poly:1;
/* True if the shader writes position in window space coordinates pre-transform */
bool window_space_position:1;

View file

@ -96,7 +96,7 @@ static unsigned
stage_table(nir_builder *b)
{
mesa_shader_stage stage = b->shader->info.stage;
if (stage == MESA_SHADER_VERTEX && b->shader->info.vs.tes_agx)
if (stage == MESA_SHADER_VERTEX && b->shader->info.vs.tes_poly)
stage = MESA_SHADER_TESS_EVAL;
assert(stage < MESA_SHADER_STAGES);

View file

@ -1563,7 +1563,7 @@ agx_compile_variant(struct agx_device *dev, struct pipe_context *pctx,
if (nir->info.stage == MESA_SHADER_VERTEX) {
struct asahi_vs_shader_key *key = &key_->vs;
if (nir->info.vs.tes_agx) {
if (nir->info.vs.tes_poly) {
NIR_PASS(_, nir, agx_nir_lower_tes, key->hw);
} else {
NIR_PASS(_, nir, agx_nir_gather_vs_inputs, attrib_components_read);
@ -1865,7 +1865,7 @@ agx_shader_initialize(struct agx_device *dev, struct agx_uncompiled_shader *so,
if (nir->info.stage == MESA_SHADER_TESS_EVAL) {
nir->info.stage = MESA_SHADER_VERTEX;
nir->info.vs.tes_agx = true;
nir->info.vs.tes_poly = true;
}
blob_init(&so->serialized_nir);