/third_party/mesa3d/src/amd/vulkan/ |
D | radv_pipeline_rt.c | 197 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() [all …]
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D | radv_meta_blit.c | 44 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() [all …]
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D | radv_meta_blit2d.c | 430 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()
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D | radv_acceleration_structure.c | 712 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() [all …]
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D | radv_meta_bufimage.c | 46 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() [all …]
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/third_party/mesa3d/src/mesa/state_tracker/ |
D | st_pbo.c | 307 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() [all …]
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D | st_nir_builtins.c | 112 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()
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D | st_atifs_to_nir.c | 123 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()
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/third_party/mesa3d/src/compiler/nir/ |
D | nir_lower_point_size_mov.c | 46 in = nir_variable_create(shader, nir_var_uniform, in lower_impl() 56 out = nir_variable_create(shader, nir_var_shader_out, in lower_impl()
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D | nir_lower_passthrough_edgeflags.c | 78 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()
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D | nir_lower_drawpixels.c | 57 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()
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D | nir_lower_bitmap.c | 63 texcoord = nir_variable_create(shader, in get_texcoord() 87 nir_variable_create(shader, nir_var_uniform, sampler2D, "bitmap_tex"); in lower_bitmap()
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D | nir_lower_two_sided_color.c | 54 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()
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D | nir_lower_input_attachments.c | 37 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()
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D | nir_lower_patch_vertices.c | 34 nir_variable_create(nir, nir_var_uniform, glsl_int_type(), in make_uniform()
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/third_party/mesa3d/src/intel/vulkan/ |
D | anv_nir_lower_multiview.c | 136 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()
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/third_party/mesa3d/src/gallium/auxiliary/nir/ |
D | nir_draw_helpers.c | 57 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()
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/third_party/mesa3d/src/gallium/drivers/vc4/ |
D | vc4_blit.c | 206 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()
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/third_party/mesa3d/src/compiler/nir/tests/ |
D | opt_if_tests.cpp | 45 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()
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D | load_store_vectorizer_tests.cpp | 1189 …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() [all …]
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/third_party/mesa3d/src/gallium/drivers/d3d12/ |
D | d3d12_gs_variant.cpp | 85 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()
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D | d3d12_nir_passes.c | 48 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()
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/third_party/mesa3d/src/intel/blorp/ |
D | blorp_priv.h | 169 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()
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D | blorp_clear.c | 85 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()
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/third_party/mesa3d/src/gallium/drivers/zink/ |
D | zink_compiler.c | 53 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() [all …]
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