/third_party/mesa3d/src/amd/vulkan/ |
D | radv_pipeline_rt.c | 263 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() [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() 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() [all …]
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D | radv_meta_etc_decode.c | 176 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() [all …]
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D | radv_meta_blit2d.c | 395 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()
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D | radv_rt_common.c | 85 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()
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D | radv_device_generated_commands.c | 307 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() [all …]
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D | radv_acceleration_structure.c | 843 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() [all …]
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/third_party/mesa3d/src/gallium/drivers/d3d12/ |
D | d3d12_compute_transforms.cpp | 40 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() 160 …nir_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()
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D | d3d12_tcs_variant.cpp | 96 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()
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D | d3d12_lower_point_sprite.c | 253 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()
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D | d3d12_gs_variant.cpp | 103 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()
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/third_party/mesa3d/src/mesa/state_tracker/ |
D | st_nir_builtins.c | 113 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()
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D | st_pbo.c | 296 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() [all …]
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D | st_draw_hw_select.c | 93 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()
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/third_party/mesa3d/src/gallium/drivers/radeonsi/ |
D | si_shaderlib_nir.c | 122 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()
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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/compiler/nir/ |
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_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_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_point_size_mov.c | 45 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()
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/third_party/mesa3d/src/microsoft/vulkan/ |
D | dzn_nir.c | 49 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()
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/third_party/mesa3d/src/gallium/drivers/vc4/ |
D | vc4_blit.c | 197 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()
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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() 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()
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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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