radeonsi: unify shader create functions

The shader specifies the processor type, so use that instead.

Reviewed-by: Michel Dänzer <michel.daenzer@amd.com>
This commit is contained in:
Marek Olšák 2015-10-09 01:14:12 +02:00
parent b0167809f1
commit 938a1bee34

View file

@ -647,9 +647,8 @@ static int si_shader_select(struct pipe_context *ctx,
return 0;
}
static void *si_create_shader_state(struct pipe_context *ctx,
const struct pipe_shader_state *state,
unsigned pipe_shader_type)
static void *si_create_shader_selector(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
struct si_screen *sscreen = (struct si_screen *)ctx->screen;
struct si_shader_selector *sel = CALLOC_STRUCT(si_shader_selector);
@ -658,7 +657,6 @@ static void *si_create_shader_state(struct pipe_context *ctx,
if (!sel)
return NULL;
sel->type = pipe_shader_type;
sel->tokens = tgsi_dup_tokens(state->tokens);
if (!sel->tokens) {
FREE(sel);
@ -667,6 +665,7 @@ static void *si_create_shader_state(struct pipe_context *ctx,
sel->so = state->stream_output;
tgsi_scan_shader(state->tokens, &sel->info);
sel->type = util_pipe_shader_from_tgsi_processor(sel->info.processor);
p_atomic_inc(&sscreen->b.num_shaders_created);
/* First set which opcode uses which (i,j) pair. */
@ -697,7 +696,7 @@ static void *si_create_shader_state(struct pipe_context *ctx,
sel->info.uses_linear_centroid +
sel->info.uses_linear_sample >= 2;
switch (pipe_shader_type) {
switch (sel->type) {
case PIPE_SHADER_GEOMETRY:
sel->gs_output_prim =
sel->info.properties[TGSI_PROPERTY_GS_OUTPUT_PRIM];
@ -763,36 +762,6 @@ static void *si_create_shader_state(struct pipe_context *ctx,
return sel;
}
static void *si_create_fs_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_FRAGMENT);
}
static void *si_create_gs_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_GEOMETRY);
}
static void *si_create_vs_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_VERTEX);
}
static void *si_create_tcs_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_TESS_CTRL);
}
static void *si_create_tes_state(struct pipe_context *ctx,
const struct pipe_shader_state *state)
{
return si_create_shader_state(ctx, state, PIPE_SHADER_TESS_EVAL);
}
/**
* Normally, we only emit 1 viewport and 1 scissor if no shader is using
* the VIEWPORT_INDEX output, and emitting the other viewports and scissors
@ -1613,11 +1582,11 @@ void si_init_shader_functions(struct si_context *sctx)
si_init_atom(sctx, &sctx->spi_map, &sctx->atoms.s.spi_map, si_emit_spi_map);
si_init_atom(sctx, &sctx->spi_ps_input, &sctx->atoms.s.spi_ps_input, si_emit_spi_ps_input);
sctx->b.b.create_vs_state = si_create_vs_state;
sctx->b.b.create_tcs_state = si_create_tcs_state;
sctx->b.b.create_tes_state = si_create_tes_state;
sctx->b.b.create_gs_state = si_create_gs_state;
sctx->b.b.create_fs_state = si_create_fs_state;
sctx->b.b.create_vs_state = si_create_shader_selector;
sctx->b.b.create_tcs_state = si_create_shader_selector;
sctx->b.b.create_tes_state = si_create_shader_selector;
sctx->b.b.create_gs_state = si_create_shader_selector;
sctx->b.b.create_fs_state = si_create_shader_selector;
sctx->b.b.bind_vs_state = si_bind_vs_shader;
sctx->b.b.bind_tcs_state = si_bind_tcs_shader;