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vulkan/runtime: Don't use deprecated NIR_PASS_V macro.
Reviewed-by: Alyssa Rosenzweig <alyssa@rosenzweig.io> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/33609>
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1 changed files with 12 additions and 12 deletions
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@ -162,11 +162,11 @@ vk_spirv_to_nir(struct vk_device *device,
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* inline functions. That way they get properly initialized at the top
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* of the function and not at the top of its caller.
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*/
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NIR_PASS_V(nir, nir_lower_variable_initializers, nir_var_function_temp);
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NIR_PASS_V(nir, nir_lower_returns);
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NIR_PASS_V(nir, nir_inline_functions);
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NIR_PASS_V(nir, nir_copy_prop);
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NIR_PASS_V(nir, nir_opt_deref);
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NIR_PASS(_, nir, nir_lower_variable_initializers, nir_var_function_temp);
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NIR_PASS(_, nir, nir_lower_returns);
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NIR_PASS(_, nir, nir_inline_functions);
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NIR_PASS(_, nir, nir_copy_prop);
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NIR_PASS(_, nir, nir_opt_deref);
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/* Pick off the single entrypoint that we want */
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nir_remove_non_entrypoints(nir);
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@ -176,18 +176,18 @@ vk_spirv_to_nir(struct vk_device *device,
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* nir_remove_dead_variables and split_per_member_structs below see the
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* corresponding stores.
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*/
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NIR_PASS_V(nir, nir_lower_variable_initializers, ~0);
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NIR_PASS(_, nir, nir_lower_variable_initializers, ~0);
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/* Split member structs. We do this before lower_io_to_temporaries so that
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* it doesn't lower system values to temporaries by accident.
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*/
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NIR_PASS_V(nir, nir_split_var_copies);
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NIR_PASS_V(nir, nir_split_per_member_structs);
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NIR_PASS(_, nir, nir_split_var_copies);
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NIR_PASS(_, nir, nir_split_per_member_structs);
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nir_remove_dead_variables_options dead_vars_opts = {
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.can_remove_var = nir_vk_is_not_xfb_output,
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};
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NIR_PASS_V(nir, nir_remove_dead_variables,
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NIR_PASS(_, nir, nir_remove_dead_variables,
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nir_var_shader_in | nir_var_shader_out | nir_var_system_value |
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nir_var_shader_call_data | nir_var_ray_hit_attrib,
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&dead_vars_opts);
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@ -196,14 +196,14 @@ vk_spirv_to_nir(struct vk_device *device,
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* insert dead clip/cull vars and we don't want to clip/cull based on
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* uninitialized garbage.
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*/
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NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
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NIR_PASS(_, nir, nir_lower_clip_cull_distance_arrays);
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if (nir->info.stage == MESA_SHADER_VERTEX ||
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nir->info.stage == MESA_SHADER_TESS_EVAL ||
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nir->info.stage == MESA_SHADER_GEOMETRY)
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NIR_PASS_V(nir, nir_shader_gather_xfb_info);
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nir_shader_gather_xfb_info(nir);
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NIR_PASS_V(nir, nir_propagate_invariant, false);
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NIR_PASS(_, nir, nir_propagate_invariant, false);
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return nir;
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}
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