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Searched refs:nir_variable_create (Results 1 – 25 of 101) sorted by relevance

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/third_party/mesa3d/src/amd/vulkan/
Dradv_pipeline_rt.c263 vars.idx = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "idx"); in create_rt_variables()
264 vars.arg = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "arg"); in create_rt_variables()
265 vars.stack_ptr = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "stack_ptr"); in create_rt_variables()
267 nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "shader_record_ptr"); in create_rt_variables()
271 nir_variable_create(shader, nir_var_shader_temp, glsl_uint64_t_type(), "accel_struct"); in create_rt_variables()
272 vars.flags = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "ray_flags"); in create_rt_variables()
273 vars.cull_mask = nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "cull_mask"); in create_rt_variables()
275 nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "sbt_offset"); in create_rt_variables()
277 nir_variable_create(shader, nir_var_shader_temp, glsl_uint_type(), "sbt_stride"); in create_rt_variables()
279 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()
87 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec4, "v_tex_pos"); in build_nir_copy_fragment_shader()
99 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader()
121 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader()
135 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()
147 nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_copy_fragment_shader_depth()
169 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_depth()
183 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()
195 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_etc_decode.c176 nir_variable_create(b.shader, nir_var_uniform, sampler_type_2d, "s_tex_2d"); in build_shader()
181 nir_variable_create(b.shader, nir_var_uniform, sampler_type_3d, "s_tex_3d"); in build_shader()
186 nir_variable_create(b.shader, nir_var_image, img_type_2d, "out_img_2d"); in build_shader()
191 nir_variable_create(b.shader, nir_var_image, img_type_3d, "out_img_3d"); in build_shader()
210 nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "payload"); in build_shader()
261 nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "color"); in build_shader()
282 nir_variable_create(b.shader, nir_var_shader_temp, glsl_bool_type(), "punchthrough"); in build_shader()
288 nir_variable_create(b.shader, nir_var_shader_temp, glsl_bool_type(), "etc1_compat"); in build_shader()
292 nir_variable_create(b.shader, nir_var_shader_temp, glsl_float_type(), "alpha_result"); in build_shader()
307 nir_variable_create(b.shader, nir_var_shader_temp, uvec3_type, "rgb_result"); in build_shader()
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Dradv_meta_blit2d.c395 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "gl_Position"); in build_nir_vertex_shader()
398 nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out, vec2, "v_tex_pos"); in build_nir_vertex_shader()
437 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_texel_fetch()
488 nir_variable *sampler = nir_variable_create(b->shader, nir_var_uniform, sampler_type, "s_tex"); in build_nir_buffer_fetch()
532 nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, vec2, "v_tex_pos"); in build_nir_copy_fragment_shader()
535 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader()
557 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()
560 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_depth()
582 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()
585 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, vec4, "f_color"); in build_nir_copy_fragment_shader_stencil()
Dradv_rt_common.c85 nir_variable_create(b->shader, nir_var_shader_temp, vec4_type, "distances"); in intersect_ray_amd_software_box()
90 nir_variable_create(b->shader, nir_var_shader_temp, uvec4_type, "child_indices"); in intersect_ray_amd_software_box()
200 nir_variable *result = nir_variable_create(b->shader, nir_var_shader_temp, vec4_type, "result"); in intersect_ray_amd_software_tri()
262 nir_variable_create(b->shader, nir_var_shader_temp, glsl_float_type(), "u"); in intersect_ray_amd_software_tri()
264 nir_variable_create(b->shader, nir_var_shader_temp, glsl_float_type(), "v"); in intersect_ray_amd_software_tri()
266 nir_variable_create(b->shader, nir_var_shader_temp, glsl_float_type(), "w"); in intersect_ray_amd_software_tri()
Dradv_device_generated_commands.c307 nir_variable_create(b->shader, nir_var_shader_temp, glsl_uint_type(), "offset"); in build_dgc_buffer_tail()
351 …nir_variable *count_var = nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint_type(), "se… in build_dgc_prepare_shader()
368 … .offset = nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint_type(), "cmd_buf_offset"), in build_dgc_prepare_shader()
377 nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint_type(), "upload_offset"); in build_dgc_prepare_shader()
388 nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint_type(), "vbo_idx"); in build_dgc_prepare_shader()
401 nir_variable_create(b.shader, nir_var_shader_temp, glsl_uvec4_type(), "vbo_data"); in build_dgc_prepare_shader()
439 nir_variable *num_records = nir_variable_create(b.shader, nir_var_shader_temp, in build_dgc_prepare_shader()
580 nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint_type(), "const_copy_idx"); in build_dgc_prepare_shader()
596 …nir_variable *data = nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint_type(), "copy_da… in build_dgc_prepare_shader()
632 nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint_type(), "shader_idx"); in build_dgc_prepare_shader()
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Dradv_acceleration_structure.c843 nir_variable_create(b->shader, nir_var_shader_temp, uvec3_type, "indices"); in get_indices()
896 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex0"), in get_vertices()
897 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex1"), in get_vertices()
898 nir_variable_create(b->shader, nir_var_shader_temp, vec3_type, "vertex2")}; in get_vertices()
1178 nir_variable_create(b.shader, nir_var_shader_temp, vec3_type, "min_bound"), in build_leaf_shader()
1179 nir_variable_create(b.shader, nir_var_shader_temp, vec3_type, "max_bound"), in build_leaf_shader()
1205 nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "transform0"), in build_leaf_shader()
1206 nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "transform1"), in build_leaf_shader()
1207 nir_variable_create(b.shader, nir_var_shader_temp, glsl_vec4_type(), "transform2"), in build_leaf_shader()
1306 nir_variable_create(b.shader, nir_var_shader_temp, glsl_uint64_t_type(), "instance_addr"); in build_leaf_shader()
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/third_party/mesa3d/src/gallium/drivers/d3d12/
Dd3d12_compute_transforms.cpp40 nir_variable *count_ubo = nir_variable_create(b.shader, nir_var_mem_ubo, in get_indirect_draw_base_vertex_transform()
45 nir_variable *input_ssbo = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_indirect_draw_base_vertex_transform()
47 nir_variable *output_ssbo = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_indirect_draw_base_vertex_transform()
108 nir_variable *output_so_data_var = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_fake_so_buffer_copy_back()
110 …nir_variable *input_so_data_var = nir_variable_create(b.shader, nir_var_mem_ssbo, output_so_data_v… in get_fake_so_buffer_copy_back()
115 nir_variable *input_ubo = nir_variable_create(b.shader, nir_var_mem_ubo, in get_fake_so_buffer_copy_back()
160nir_variable_create(b.shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint_type(), 0, 0), "fake_so"… in get_fake_so_buffer_vertex_count()
163 nir_variable *real_so_var = nir_variable_create(b.shader, nir_var_mem_ssbo, in get_fake_so_buffer_vertex_count()
193 nir_variable_create(b.shader, nir_var_mem_ssbo, glsl_array_type(glsl_uint_type(), 0, 0), "ssbo"); in get_draw_auto()
Dd3d12_tcs_variant.cpp96 nir_variable *in = nir_variable_create(nir, nir_var_shader_in, type, buf); in create_tess_ctrl_shader_variant()
98 nir_variable *out = nir_variable_create(nir, nir_var_shader_out, type, buf); in create_tess_ctrl_shader_variant()
112 …nir_variable *gl_TessLevelInner = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(gls… in create_tess_ctrl_shader_variant()
116 …nir_variable *gl_TessLevelOuter = nir_variable_create(nir, nir_var_shader_out, glsl_array_type(gls… in create_tess_ctrl_shader_variant()
Dd3d12_lower_point_sprite.c253 state.uniform = nir_variable_create(shader, in d3d12_lower_point_sprite()
272 nir_variable *var = nir_variable_create(shader, in d3d12_lower_point_sprite()
281 nir_variable *pntcoord_var = nir_variable_create(shader, in d3d12_lower_point_sprite()
Dd3d12_gs_variant.cpp103 in = nir_variable_create(nir, in d3d12_make_passthrough_gs()
114 out = nir_variable_create(nir, in d3d12_make_passthrough_gs()
198 emit_ctx->in[emit_ctx->num_vars] = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
217 emit_ctx->out[emit_ctx->num_vars] = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
232 emit_ctx->front_facing_var = nir_variable_create(nir, in d3d12_begin_emit_primitives_gs()
/third_party/mesa3d/src/mesa/state_tracker/
Dst_nir_builtins.c113 in = nir_variable_create(b.shader, nir_var_system_value, in st_nir_make_passthrough_shader()
117 in = nir_variable_create(b.shader, nir_var_shader_in, vec4, var_name); in st_nir_make_passthrough_shader()
125 nir_variable_create(b.shader, nir_var_shader_out, in->type, var_name); in st_nir_make_passthrough_shader()
157 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(4), in st_nir_make_clearcolor_shader()
Dst_pbo.c296 nir_variable *in_pos = nir_variable_create(b.shader, nir_var_shader_in, in st_pbo_create_vs()
300 nir_variable *out_pos = nir_variable_create(b.shader, nir_var_shader_out, in st_pbo_create_vs()
308 nir_variable *instance_id = nir_variable_create(b.shader, in st_pbo_create_vs()
320 nir_variable *out_layer = nir_variable_create(b.shader, in st_pbo_create_vs()
428 nir_variable_create(b.shader, nir_var_uniform, glsl_vec4_type(), "param"); in create_fs()
433 nir_variable_create(b.shader, pos_is_sysval ? nir_var_system_value : in create_fs()
452 nir_variable *var = nir_variable_create(b.shader, nir_var_shader_in, in create_fs()
493 nir_variable_create(b.shader, nir_var_uniform, in create_fs()
516 nir_variable_create(b.shader, nir_var_uniform, in create_fs()
556 nir_variable_create(b.shader, nir_var_image, in create_fs()
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Dst_draw_hw_select.c93 nir_variable *in_pos = nir_variable_create( in get_input_vertices()
141 nir_variable *culling_config = nir_variable_create( in face_culling()
353 nir_variable *plane = nir_variable_create( in get_user_clip_plane()
364 nir_variable *depth_scale = nir_variable_create( in get_depth_range_transform()
368 nir_variable *depth_transport = nir_variable_create( in get_depth_range_transform()
398 nir_variable *in_offset = nir_variable_create( in update_result_buffer()
405 nir_variable *uni_offset = nir_variable_create( in update_result_buffer()
411 nir_variable_create(b->shader, nir_var_mem_ssbo, in update_result_buffer()
/third_party/mesa3d/src/gallium/drivers/radeonsi/
Dsi_shaderlib_nir.c122 nir_variable *img_src = nir_variable_create(b.shader, nir_var_image, src_img_type, "img_src"); in si_create_copy_image_cs()
125 nir_variable *img_dst = nir_variable_create(b.shader, nir_var_image, dst_img_type, "img_dst"); in si_create_copy_image_cs()
288 nir_variable_create(b.shader, nir_var_system_value, glsl_vec_type(2), in si_create_passthrough_tcs()
293 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(2), in si_create_passthrough_tcs()
302 nir_variable_create(b.shader, nir_var_system_value, glsl_vec4_type(), in si_create_passthrough_tcs()
307 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(), in si_create_passthrough_tcs()
329 nir_variable *in = nir_variable_create(b.shader, nir_var_shader_in, type, name); in si_create_passthrough_tcs()
334 nir_variable *out = nir_variable_create(b.shader, nir_var_shader_out, type, name); in si_create_passthrough_tcs()
/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/compiler/nir/
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_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_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_point_size_mov.c45 in = nir_variable_create(shader, nir_var_uniform, in lower_impl()
59 new_out = nir_variable_create(shader, nir_var_shader_out, in lower_impl()
/third_party/mesa3d/src/microsoft/vulkan/
Ddzn_nir.c49 nir_variable_create(b->shader, mode, dummy_type, name); in dzn_nir_create_bo_desc()
572 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec4_type(), in dzn_nir_blit_vs()
578 nir_variable_create(b.shader, nir_var_shader_out, glsl_vec_type(3), in dzn_nir_blit_vs()
620 nir_variable_create(b.shader, nir_var_uniform, tex_type, "texture"); in dzn_nir_blit_fs()
624 nir_variable_create(b.shader, nir_var_shader_in, in dzn_nir_blit_fs()
631 nir_variable_create(b.shader, nir_var_shader_in, in dzn_nir_blit_fs()
642 nir_variable_create(b.shader, nir_var_shader_out, in dzn_nir_blit_fs()
715 nir_variable_create(b.shader, nir_var_uniform, glsl_bare_sampler_type(), "sampler"); in dzn_nir_blit_fs()
/third_party/mesa3d/src/gallium/drivers/vc4/
Dvc4_blit.c197 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_vs()
200 nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, in vc4_get_yuv_vs()
245 nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, in vc4_get_yuv_fs()
249 nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, in vc4_get_yuv_fs()
260 nir_variable *stride_in = nir_variable_create(b.shader, nir_var_uniform, in vc4_get_yuv_fs()
/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()
224 nir_variable *line_width = nir_variable_create(shader, nir_var_shader_in, in nir_lower_aaline_fs()
346 nir_variable *aapoint_input = nir_variable_create(shader, nir_var_shader_in, in nir_lower_aapoint_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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