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Searched refs:nir_variable_create (Results 1 – 25 of 88) sorted by relevance

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/third_party/mesa3d/src/amd/vulkan/
Dradv_pipeline_rt.c197 vars.idx = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "idx"); in create_rt_variables()
198 vars.arg = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "arg"); in create_rt_variables()
199 vars.stack_ptr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "stack_ptr"); in create_rt_variables()
201 nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "shader_record_ptr"); in create_rt_variables()
205 nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "accel_struct"); in create_rt_variables()
206 vars.flags = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "ray_flags"); in create_rt_variables()
207 vars.cull_mask = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "cull_mask"); in create_rt_variables()
209 nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "sbt_offset"); in create_rt_variables()
211 nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "sbt_stride"); in create_rt_variables()
213 nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "miss_index"); in create_rt_variables()
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Dradv_meta_blit.c44 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position"); in build_nir_vertex_shader()
47 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "v_tex_pos"); in build_nir_vertex_shader()
88 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader()
100 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader()
122 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader()
136 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader_depth()
148 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader_depth()
170 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_depth()
184 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader_stencil()
196 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader_stencil()
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Dradv_meta_blit2d.c430 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position"); in build_nir_vertex_shader()
433 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec2, "v_tex_pos"); in build_nir_vertex_shader()
472 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_texel_fetch()
523 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_buffer_fetch()
567 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader()
570 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader()
590 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader_depth()
593 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_depth()
613 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader_stencil()
616 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_stencil()
Dradv_acceleration_structure.c712 nir_variable_create(b->shader, nir_var_shader_temp, uvec3_type, "indices"); in get_indices()
766 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex0"), in get_vertices()
767 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex1"), in get_vertices()
768 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex2")}; in get_vertices()
975 nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "transform0"), in build_leaf_shader()
976 nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "transform1"), in build_leaf_shader()
977 nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "transform2"), in build_leaf_shader()
1065 nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint64_t_type(), "instance_addr"); in build_leaf_shader()
1103 nir_variable_create(b.shader, nir_var_shader_temp, vec3_type, "min_bound"), in build_leaf_shader()
1104 nir_variable_create(b.shader, nir_var_shader_temp, vec3_type, "max_bound"), in build_leaf_shader()
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Dradv_meta_bufimage.c46 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_itob_compute_shader()
50 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, img_type, "out_img"); in build_nir_itob_compute_shader()
228 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_btoi_compute_shader()
232 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, img_type, "out_img"); in build_nir_btoi_compute_shader()
408 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_btoi_r32g32b32_compute_shader()
412 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, img_type, "out_img"); in build_nir_btoi_r32g32b32_compute_shader()
562 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, buf_type, "s_tex"); in build_nir_itoi_compute_shader()
566 nir_variable *output_img = nir_variable_create(b.shader, nir_var_uniform, img_type, "out_img"); in build_nir_itoi_compute_shader()
762 nir_variable *input_img = nir_variable_create(b.shader, nir_var_uniform, type, "input_img"); in build_nir_itoi_r32g32b32_compute_shader()
767 nir_variable_create(b.shader, nir_var_uniform, img_type, "output_img"); in build_nir_itoi_r32g32b32_compute_shader()
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/third_party/mesa3d/src/mesa/state_tracker/
Dst_pbo.c307 nir_variable *in_pos = nir_variable_create(b.shader, nir_var_shader_in, in st_pbo_create_vs()
311 nir_variable *out_pos = nir_variable_create(b.shader, nir_var_shader_out, in st_pbo_create_vs()
319 nir_variable *instance_id = nir_variable_create(b.shader, in st_pbo_create_vs()
331 nir_variable *out_layer = nir_variable_create(b.shader, in st_pbo_create_vs()
438 nir_variable_create(b.shader, nir_var_uniform, glsl_vec4_type(), "param"); in create_fs()
443 nir_variable_create(b.shader, pos_is_sysval ? nir_var_system_value : in create_fs()
456 nir_variable *var = nir_variable_create(b.shader, nir_var_shader_in, in create_fs()
497 nir_variable_create(b.shader, nir_var_uniform, in create_fs()
520 nir_variable_create(b.shader, nir_var_uniform, in create_fs()
560 nir_variable_create(b.shader, nir_var_uniform, in create_fs()
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Dst_nir_builtins.c112 in = nir_variable_create(b.shader, nir_var_system_value, in st_nir_make_passthrough_shader()
116 in = nir_variable_create(b.shader, nir_var_shader_in, vec4, var_name); in st_nir_make_passthrough_shader()
124 nir_variable_create(b.shader, nir_var_shader_out, in->type, var_name); in st_nir_make_passthrough_shader()
Dst_atifs_to_nir.c123 nir_variable *var = nir_variable_create(t->b->shader, nir_var_shader_in, in load_input()
356 tex_var = nir_variable_create(t->b->shader, nir_var_uniform, sampler_type, "tex"); in compile_setupinst()
434 nir_variable_create(t->b->shader, nir_var_uniform, type, in st_atifs_setup_uniforms()
463 t->fragcolor = nir_variable_create(b.shader, nir_var_shader_out, in st_translate_atifs_program()
/third_party/mesa3d/src/compiler/nir/
Dnir_lower_point_size_mov.c46 in = nir_variable_create(shader, nir_var_uniform, in lower_impl()
56 out = nir_variable_create(shader, nir_var_shader_out, in lower_impl()
Dnir_lower_passthrough_edgeflags.c78 in = nir_variable_create(shader, nir_var_shader_in, in lower_impl()
85 out = nir_variable_create(shader, nir_var_shader_out, in lower_impl()
Dnir_lower_drawpixels.c57 texcoord = nir_variable_create(state->shader, in get_texcoord()
73 nir_variable *var = nir_variable_create(shader, in create_uniform()
134 nir_variable_create(b->shader, nir_var_uniform, sampler2D, "drawpix"); in lower_color()
171 state->pixelmap = nir_variable_create(b->shader, nir_var_uniform, in lower_color()
Dnir_lower_bitmap.c63 texcoord = nir_variable_create(shader, in get_texcoord()
87 nir_variable_create(shader, nir_var_uniform, sampler2D, "bitmap_tex"); in lower_bitmap()
Dnir_lower_two_sided_color.c54 nir_variable *var = nir_variable_create(shader, nir_var_shader_in, in create_input()
74 var = nir_variable_create(shader, nir_var_shader_in, in create_face_input()
Dnir_lower_input_attachments.c37 pos = nir_variable_create(b->shader, nir_var_shader_in, in load_frag_coord()
69 layer_id = nir_variable_create(b->shader, nir_var_shader_in, in load_layer_id()
Dnir_lower_patch_vertices.c34 nir_variable_create(nir, nir_var_uniform, glsl_int_type(), in make_uniform()
/third_party/mesa3d/src/intel/vulkan/
Danv_nir_lower_multiview.c136 nir_variable_create(b->shader, nir_var_shader_in, in build_view_index()
204 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
264 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
271 nir_variable_create(shader, nir_var_shader_out, in anv_nir_lower_multiview()
/third_party/mesa3d/src/gallium/auxiliary/nir/
Dnir_draw_helpers.c57 nir_variable *pos = nir_variable_create(b->shader, nir_var_shader_in, in load_frag_coord()
132 nir_variable *tex_var = nir_variable_create(shader, nir_var_uniform, sampler2D, "stipple_tex"); in nir_lower_pstipple_fs()
223 nir_variable *line_width = nir_variable_create(shader, nir_var_shader_in, in nir_lower_aaline_fs()
345 nir_variable *aapoint_input = nir_variable_create(shader, nir_var_shader_in, in nir_lower_aapoint_fs()
/third_party/mesa3d/src/gallium/drivers/vc4/
Dvc4_blit.c206 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_vs()
209 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in vc4_get_yuv_vs()
254 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in vc4_get_yuv_fs()
258 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_fs()
269 nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform, in vc4_get_yuv_fs()
/third_party/mesa3d/src/compiler/nir/tests/
Dopt_if_tests.cpp45 nir_variable *var = nir_variable_create(bld.shader, nir_var_shader_in, glsl_int_type(), "in"); in nir_opt_if_test()
48 out_var = nir_variable_create(bld.shader, nir_var_shader_out, glsl_int_type(), "out"); in nir_opt_if_test()
Dload_store_vectorizer_tests.cpp1189 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1223 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1240 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1275 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1314 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_struct_type(fields, 2,… in TEST_F()
1348 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1382 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1399 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_uint_t… in TEST_F()
1436 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_array_type(glsl_bool_t… in TEST_F()
1475 …nir_variable *var = nir_variable_create(b->shader, nir_var_mem_shared, glsl_struct_type(fields, 2,… in TEST_F()
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/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_gs_variant.cpp85 in = nir_variable_create(nir, in d3d12_make_passthrough_gs()
94 out = nir_variable_create(nir, in d3d12_make_passthrough_gs()
172 emit_ctx->in[emit_ctx->num_vars] = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
189 emit_ctx->out[emit_ctx->num_vars] = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
201 emit_ctx->front_facing_var = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
Dd3d12_nir_passes.c48 nir_variable *var = nir_variable_create(b->shader, in get_state_var()
141 nir_variable *var = nir_variable_create(nir, nir_var_shader_in, in d3d12_forward_front_face()
522 nir_variable *ubo = nir_variable_create(nir, nir_var_mem_ubo, type, in d3d12_lower_state_vars()
563 nir_variable *out = nir_variable_create(s, nir_var_shader_out, in d3d12_add_missing_dual_src_target()
672 nir_variable *primitive_id_var = nir_variable_create(shader, nir_var_shader_out, in d3d12_lower_primitive_id()
/third_party/mesa3d/src/intel/blorp/
Dblorp_priv.h169 input = nir_variable_create(nir, nir_var_uniform, type, name); in blorp_create_nir_input()
173 input = nir_variable_create(nir, nir_var_shader_in, type, name); in blorp_create_nir_input()
Dblorp_clear.c85 nir_variable *frag_color = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_clear_kernel_fs()
238 nir_variable *a_header = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs()
242 nir_variable *v_layer = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs()
253 nir_variable *a_vertex = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs()
257 nir_variable *v_pos = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs()
265 nir_variable *a_in = nir_variable_create(b.shader, nir_var_shader_in, in blorp_params_get_layer_offset_vs()
269 nir_variable *v_out = nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_layer_offset_vs()
1302 nir_variable_create(b.shader, nir_var_shader_out, in blorp_params_get_mcs_partial_resolve_kernel()
/third_party/mesa3d/src/gallium/drivers/zink/
Dzink_compiler.c53 vs_pushconst = nir_variable_create(nir, nir_var_mem_push_const, in create_vs_pushconst()
67 cs_pushconst = nir_variable_create(nir, nir_var_mem_push_const, in create_cs_pushconst()
1020 …nir_variable *var = nir_variable_create(shader, nir_var_mem_ubo, glsl_struct_type(fields, 1, "stru… in unbreak_bos()
1036 nir_variable *var = nir_variable_create(shader, nir_var_mem_ssbo, in unbreak_bos()
1053 …var = nir_variable_create(nir, nir_var_uniform, glsl_array_type(sampler_type, ZINK_MAX_BINDLESS_HA… in create_bindless_texture()
1067 …var = nir_variable_create(nir, nir_var_uniform, glsl_array_type(image_type, ZINK_MAX_BINDLESS_HAND… in create_bindless_image()
1577 nir_variable *in = nir_variable_create(nir, nir_var_shader_in, in_type, var->name); in zink_shader_tcs_create()
1578 nir_variable *out = nir_variable_create(nir, nir_var_shader_out, out_type, buf); in zink_shader_tcs_create()
1599 …nir_variable *gl_TessLevelInner = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(gls… in zink_shader_tcs_create()
1602 …nir_variable *gl_TessLevelOuter = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(gls… in zink_shader_tcs_create()
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