Mesa (main): v3d/v3dv: use NIR_PASS(_

GitLab Mirror gitlab-mirror at kemper.freedesktop.org
Wed Jul 20 12:34:52 UTC 2022


Module: Mesa
Branch: main
Commit: efc827ceead5228a1b6310b8a03c0193add5f00d
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=efc827ceead5228a1b6310b8a03c0193add5f00d

Author: Alejandro Piñeiro <apinheiro at igalia.com>
Date:   Mon Jul 18 13:10:24 2022 +0200

v3d/v3dv: use NIR_PASS(_

Instead of NIR_PASS_V, when possible.

This was done recently on anv (see commit ce60195ec and MR#17014)

Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/17609>

---

 src/broadcom/compiler/vir.c           | 130 +++++++++++++++++-----------------
 src/broadcom/vulkan/v3dv_pipeline.c   |  92 ++++++++++++------------
 src/gallium/drivers/v3d/v3d_program.c |  14 ++--
 3 files changed, 118 insertions(+), 118 deletions(-)

diff --git a/src/broadcom/compiler/vir.c b/src/broadcom/compiler/vir.c
index 2018fb8d305..5ab6300b8bb 100644
--- a/src/broadcom/compiler/vir.c
+++ b/src/broadcom/compiler/vir.c
@@ -650,15 +650,15 @@ v3d_lower_nir(struct v3d_compile *c)
                 }
         }
 
-        NIR_PASS_V(c->s, nir_lower_tex, &tex_options);
-        NIR_PASS_V(c->s, nir_lower_system_values);
-        NIR_PASS_V(c->s, nir_lower_compute_system_values, NULL);
+        NIR_PASS(_, c->s, nir_lower_tex, &tex_options);
+        NIR_PASS(_, c->s, nir_lower_system_values);
+        NIR_PASS(_, c->s, nir_lower_compute_system_values, NULL);
 
-        NIR_PASS_V(c->s, nir_lower_vars_to_scratch,
-                   nir_var_function_temp,
-                   0,
-                   glsl_get_natural_size_align_bytes);
-        NIR_PASS_V(c->s, v3d_nir_lower_scratch);
+        NIR_PASS(_, c->s, nir_lower_vars_to_scratch,
+                 nir_var_function_temp,
+                 0,
+                 glsl_get_natural_size_align_bytes);
+        NIR_PASS(_, c->s, v3d_nir_lower_scratch);
 }
 
 static void
@@ -903,32 +903,32 @@ v3d_nir_lower_vs_early(struct v3d_compile *c)
         /* Split our I/O vars and dead code eliminate the unused
          * components.
          */
-        NIR_PASS_V(c->s, nir_lower_io_to_scalar_early,
-                   nir_var_shader_in | nir_var_shader_out);
+        NIR_PASS(_, c->s, nir_lower_io_to_scalar_early,
+                 nir_var_shader_in | nir_var_shader_out);
         uint64_t used_outputs[4] = {0};
         for (int i = 0; i < c->vs_key->num_used_outputs; i++) {
                 int slot = v3d_slot_get_slot(c->vs_key->used_outputs[i]);
                 int comp = v3d_slot_get_component(c->vs_key->used_outputs[i]);
                 used_outputs[comp] |= 1ull << slot;
         }
-        NIR_PASS_V(c->s, nir_remove_unused_io_vars,
-                   nir_var_shader_out, used_outputs, NULL); /* demotes to globals */
-        NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
+        NIR_PASS(_, c->s, nir_remove_unused_io_vars,
+                 nir_var_shader_out, used_outputs, NULL); /* demotes to globals */
+        NIR_PASS(_, c->s, nir_lower_global_vars_to_local);
         v3d_optimize_nir(c, c->s);
-        NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in, NULL);
+        NIR_PASS(_, c->s, nir_remove_dead_variables, nir_var_shader_in, NULL);
 
         /* This must go before nir_lower_io */
         if (c->vs_key->per_vertex_point_size)
-                NIR_PASS_V(c->s, nir_lower_point_size, 1.0f, 0.0f);
+                NIR_PASS(_, c->s, nir_lower_point_size, 1.0f, 0.0f);
 
-        NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
-                   type_size_vec4,
-                   (nir_lower_io_options)0);
+        NIR_PASS(_, c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
+                 type_size_vec4,
+                 (nir_lower_io_options)0);
         /* clean up nir_lower_io's deref_var remains and do a constant folding pass
          * on the code it generated.
          */
-        NIR_PASS_V(c->s, nir_opt_dce);
-        NIR_PASS_V(c->s, nir_opt_constant_folding);
+        NIR_PASS(_, c->s, nir_opt_dce);
+        NIR_PASS(_, c->s, nir_opt_constant_folding);
 }
 
 static void
@@ -937,32 +937,32 @@ v3d_nir_lower_gs_early(struct v3d_compile *c)
         /* Split our I/O vars and dead code eliminate the unused
          * components.
          */
-        NIR_PASS_V(c->s, nir_lower_io_to_scalar_early,
-                   nir_var_shader_in | nir_var_shader_out);
+        NIR_PASS(_, c->s, nir_lower_io_to_scalar_early,
+                 nir_var_shader_in | nir_var_shader_out);
         uint64_t used_outputs[4] = {0};
         for (int i = 0; i < c->gs_key->num_used_outputs; i++) {
                 int slot = v3d_slot_get_slot(c->gs_key->used_outputs[i]);
                 int comp = v3d_slot_get_component(c->gs_key->used_outputs[i]);
                 used_outputs[comp] |= 1ull << slot;
         }
-        NIR_PASS_V(c->s, nir_remove_unused_io_vars,
-                   nir_var_shader_out, used_outputs, NULL); /* demotes to globals */
-        NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
+        NIR_PASS(_, c->s, nir_remove_unused_io_vars,
+                 nir_var_shader_out, used_outputs, NULL); /* demotes to globals */
+        NIR_PASS(_, c->s, nir_lower_global_vars_to_local);
         v3d_optimize_nir(c, c->s);
-        NIR_PASS_V(c->s, nir_remove_dead_variables, nir_var_shader_in, NULL);
+        NIR_PASS(_, c->s, nir_remove_dead_variables, nir_var_shader_in, NULL);
 
         /* This must go before nir_lower_io */
         if (c->gs_key->per_vertex_point_size)
-                NIR_PASS_V(c->s, nir_lower_point_size, 1.0f, 0.0f);
+                NIR_PASS(_, c->s, nir_lower_point_size, 1.0f, 0.0f);
 
-        NIR_PASS_V(c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
-                   type_size_vec4,
-                   (nir_lower_io_options)0);
+        NIR_PASS(_, c->s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
+                 type_size_vec4,
+                 (nir_lower_io_options)0);
         /* clean up nir_lower_io's deref_var remains and do a constant folding pass
          * on the code it generated.
          */
-        NIR_PASS_V(c->s, nir_opt_dce);
-        NIR_PASS_V(c->s, nir_opt_constant_folding);
+        NIR_PASS(_, c->s, nir_opt_dce);
+        NIR_PASS(_, c->s, nir_opt_constant_folding);
 }
 
 static void
@@ -1001,11 +1001,11 @@ v3d_nir_lower_fs_early(struct v3d_compile *c)
         if (c->fs_key->int_color_rb || c->fs_key->uint_color_rb)
                 v3d_fixup_fs_output_types(c);
 
-        NIR_PASS_V(c->s, v3d_nir_lower_logic_ops, c);
+        NIR_PASS(_, c->s, v3d_nir_lower_logic_ops, c);
 
         if (c->fs_key->line_smoothing) {
-                v3d_nir_lower_line_smooth(c->s);
-                NIR_PASS_V(c->s, nir_lower_global_vars_to_local);
+                NIR_PASS(_, c->s, v3d_nir_lower_line_smooth);
+                NIR_PASS(_, c->s, nir_lower_global_vars_to_local);
                 /* The lowering pass can introduce new sysval reads */
                 nir_shader_gather_info(c->s, nir_shader_get_entrypoint(c->s));
         }
@@ -1015,8 +1015,8 @@ static void
 v3d_nir_lower_gs_late(struct v3d_compile *c)
 {
         if (c->key->ucp_enables) {
-                NIR_PASS_V(c->s, nir_lower_clip_gs, c->key->ucp_enables,
-                           false, NULL);
+                NIR_PASS(_, c->s, nir_lower_clip_gs, c->key->ucp_enables,
+                         false, NULL);
         }
 
         /* Note: GS output scalarizing must happen after nir_lower_clip_gs. */
@@ -1027,8 +1027,8 @@ static void
 v3d_nir_lower_vs_late(struct v3d_compile *c)
 {
         if (c->key->ucp_enables) {
-                NIR_PASS_V(c->s, nir_lower_clip_vs, c->key->ucp_enables,
-                           false, false, NULL);
+                NIR_PASS(_, c->s, nir_lower_clip_vs, c->key->ucp_enables,
+                         false, false, NULL);
                 NIR_PASS_V(c->s, nir_lower_io_to_scalar,
                            nir_var_shader_out);
         }
@@ -1048,7 +1048,7 @@ v3d_nir_lower_fs_late(struct v3d_compile *c)
          * are using.
          */
         if (c->key->ucp_enables)
-                NIR_PASS_V(c->s, nir_lower_clip_fs, c->key->ucp_enables, true);
+                NIR_PASS(_, c->s, nir_lower_clip_fs, c->key->ucp_enables, true);
 
         NIR_PASS_V(c->s, nir_lower_io_to_scalar, nir_var_shader_in);
 }
@@ -1559,32 +1559,32 @@ v3d_attempt_compile(struct v3d_compile *c)
                 break;
         }
 
-        NIR_PASS_V(c->s, v3d_nir_lower_io, c);
-        NIR_PASS_V(c->s, v3d_nir_lower_txf_ms, c);
-        NIR_PASS_V(c->s, v3d_nir_lower_image_load_store);
+        NIR_PASS(_, c->s, v3d_nir_lower_io, c);
+        NIR_PASS(_, c->s, v3d_nir_lower_txf_ms, c);
+        NIR_PASS(_, c->s, v3d_nir_lower_image_load_store);
         nir_lower_idiv_options idiv_options = {
                 .imprecise_32bit_lowering = true,
                 .allow_fp16 = true,
         };
-        NIR_PASS_V(c->s, nir_lower_idiv, &idiv_options);
+        NIR_PASS(_, c->s, nir_lower_idiv, &idiv_options);
 
         if (c->key->robust_buffer_access) {
-           /* v3d_nir_lower_robust_buffer_access assumes constant buffer
-            * indices on ubo/ssbo intrinsics so run copy propagation and
-            * constant folding passes before we run the lowering to warrant
-            * this. We also want to run the lowering before v3d_optimize to
-            * clean-up redundant get_buffer_size calls produced in the pass.
-            */
-           NIR_PASS_V(c->s, nir_copy_prop);
-           NIR_PASS_V(c->s, nir_opt_constant_folding);
-           NIR_PASS_V(c->s, v3d_nir_lower_robust_buffer_access, c);
+                /* v3d_nir_lower_robust_buffer_access assumes constant buffer
+                 * indices on ubo/ssbo intrinsics so run copy propagation and
+                 * constant folding passes before we run the lowering to warrant
+                 * this. We also want to run the lowering before v3d_optimize to
+                 * clean-up redundant get_buffer_size calls produced in the pass.
+                 */
+                NIR_PASS(_, c->s, nir_copy_prop);
+                NIR_PASS(_, c->s, nir_opt_constant_folding);
+                NIR_PASS(_, c->s, v3d_nir_lower_robust_buffer_access, c);
         }
 
-        NIR_PASS_V(c->s, nir_lower_wrmasks, should_split_wrmask, c->s);
+        NIR_PASS(_, c->s, nir_lower_wrmasks, should_split_wrmask, c->s);
 
-        NIR_PASS_V(c->s, v3d_nir_lower_load_store_bitsize, c);
+        NIR_PASS(_, c->s, v3d_nir_lower_load_store_bitsize, c);
 
-        NIR_PASS_V(c->s, v3d_nir_lower_subgroup_intrinsics, c);
+        NIR_PASS(_, c->s, v3d_nir_lower_subgroup_intrinsics, c);
 
         v3d_optimize_nir(c, c->s);
 
@@ -1597,16 +1597,16 @@ v3d_attempt_compile(struct v3d_compile *c)
         while (more_late_algebraic) {
                 more_late_algebraic = false;
                 NIR_PASS(more_late_algebraic, c->s, nir_opt_algebraic_late);
-                NIR_PASS_V(c->s, nir_opt_constant_folding);
-                NIR_PASS_V(c->s, nir_copy_prop);
-                NIR_PASS_V(c->s, nir_opt_dce);
-                NIR_PASS_V(c->s, nir_opt_cse);
+                NIR_PASS(_, c->s, nir_opt_constant_folding);
+                NIR_PASS(_, c->s, nir_copy_prop);
+                NIR_PASS(_, c->s, nir_opt_dce);
+                NIR_PASS(_, c->s, nir_opt_cse);
         }
 
-        NIR_PASS_V(c->s, nir_lower_bool_to_int32);
-        NIR_PASS_V(c->s, nir_convert_to_lcssa, true, true);
+        NIR_PASS(_, c->s, nir_lower_bool_to_int32);
+        NIR_PASS(_, c->s, nir_convert_to_lcssa, true, true);
         NIR_PASS_V(c->s, nir_divergence_analysis);
-        NIR_PASS_V(c->s, nir_convert_from_ssa, true);
+        NIR_PASS(_, c->s, nir_convert_from_ssa, true);
 
         struct nir_schedule_options schedule_options = {
                 /* Schedule for about half our register space, to enable more
@@ -1633,9 +1633,9 @@ v3d_attempt_compile(struct v3d_compile *c)
         NIR_PASS_V(c->s, nir_schedule, &schedule_options);
 
         if (!c->disable_constant_ubo_load_sorting)
-                NIR_PASS_V(c->s, v3d_nir_sort_constant_ubo_loads, c);
+                NIR_PASS(_, c->s, v3d_nir_sort_constant_ubo_loads, c);
 
-        NIR_PASS_V(c->s, nir_opt_move, nir_move_load_uniform |
+        NIR_PASS(_, c->s, nir_opt_move, nir_move_load_uniform |
                                        nir_move_const_undef);
 
         v3d_nir_to_vir(c);
diff --git a/src/broadcom/vulkan/v3dv_pipeline.c b/src/broadcom/vulkan/v3dv_pipeline.c
index e791d66d911..0900ea80177 100644
--- a/src/broadcom/vulkan/v3dv_pipeline.c
+++ b/src/broadcom/vulkan/v3dv_pipeline.c
@@ -362,7 +362,7 @@ preprocess_nir(nir_shader *nir)
       .frag_coord = true,
       .point_coord = true,
    };
-   NIR_PASS_V(nir, nir_lower_sysvals_to_varyings, &sysvals_to_varyings);
+   NIR_PASS(_, nir, nir_lower_sysvals_to_varyings, &sysvals_to_varyings);
 
    /* Vulkan uses the separate-shader linking model */
    nir->info.separate_shader = true;
@@ -370,12 +370,12 @@ preprocess_nir(nir_shader *nir)
    /* Make sure we lower variable initializers on output variables so that
     * nir_remove_dead_variables below sees the corresponding stores
     */
-   NIR_PASS_V(nir, nir_lower_variable_initializers, nir_var_shader_out);
+   NIR_PASS(_, nir, nir_lower_variable_initializers, nir_var_shader_out);
 
    if (nir->info.stage == MESA_SHADER_FRAGMENT)
-      NIR_PASS_V(nir, nir_lower_io_to_vector, nir_var_shader_out);
+      NIR_PASS(_, nir, nir_lower_io_to_vector, nir_var_shader_out);
    if (nir->info.stage == MESA_SHADER_FRAGMENT) {
-      NIR_PASS_V(nir, nir_lower_input_attachments,
+      NIR_PASS(_, nir, nir_lower_input_attachments,
                  &(nir_input_attachment_options) {
                     .use_fragcoord_sysval = false,
                        });
@@ -384,47 +384,47 @@ preprocess_nir(nir_shader *nir)
    NIR_PASS_V(nir, nir_lower_io_to_temporaries,
               nir_shader_get_entrypoint(nir), true, false);
 
-   NIR_PASS_V(nir, nir_lower_system_values);
-   NIR_PASS_V(nir, nir_lower_clip_cull_distance_arrays);
+   NIR_PASS(_, nir, nir_lower_system_values);
+   NIR_PASS(_, nir, nir_lower_clip_cull_distance_arrays);
 
-   NIR_PASS_V(nir, nir_lower_alu_to_scalar, NULL, NULL);
+   NIR_PASS(_, nir, nir_lower_alu_to_scalar, NULL, NULL);
 
-   NIR_PASS_V(nir, nir_normalize_cubemap_coords);
+   NIR_PASS(_, nir, nir_normalize_cubemap_coords);
 
-   NIR_PASS_V(nir, nir_lower_global_vars_to_local);
+   NIR_PASS(_, nir, nir_lower_global_vars_to_local);
 
-   NIR_PASS_V(nir, nir_split_var_copies);
-   NIR_PASS_V(nir, nir_split_struct_vars, nir_var_function_temp);
+   NIR_PASS(_, nir, nir_split_var_copies);
+   NIR_PASS(_, nir, nir_split_struct_vars, nir_var_function_temp);
 
    nir_optimize(nir, true);
 
-   NIR_PASS_V(nir, nir_lower_explicit_io,
-              nir_var_mem_push_const,
-              nir_address_format_32bit_offset);
+   NIR_PASS(_, nir, nir_lower_explicit_io,
+            nir_var_mem_push_const,
+            nir_address_format_32bit_offset);
 
-   NIR_PASS_V(nir, nir_lower_explicit_io,
-              nir_var_mem_ubo | nir_var_mem_ssbo,
-              nir_address_format_32bit_index_offset);
+   NIR_PASS(_, nir, nir_lower_explicit_io,
+            nir_var_mem_ubo | nir_var_mem_ssbo,
+            nir_address_format_32bit_index_offset);
 
-   NIR_PASS_V(nir, nir_lower_explicit_io,
-              nir_var_mem_global,
-              nir_address_format_2x32bit_global);
+   NIR_PASS(_, nir, nir_lower_explicit_io,
+            nir_var_mem_global,
+            nir_address_format_2x32bit_global);
 
-   NIR_PASS_V(nir, nir_lower_load_const_to_scalar);
+   NIR_PASS(_, nir, nir_lower_load_const_to_scalar);
 
    /* Lower a bunch of stuff */
-   NIR_PASS_V(nir, nir_lower_var_copies);
+   NIR_PASS(_, nir, nir_lower_var_copies);
 
-   NIR_PASS_V(nir, nir_lower_indirect_derefs, nir_var_shader_in, UINT32_MAX);
+   NIR_PASS(_, nir, nir_lower_indirect_derefs, nir_var_shader_in, UINT32_MAX);
 
-   NIR_PASS_V(nir, nir_lower_indirect_derefs,
-              nir_var_function_temp, 2);
+   NIR_PASS(_, nir, nir_lower_indirect_derefs,
+            nir_var_function_temp, 2);
 
-   NIR_PASS_V(nir, nir_lower_array_deref_of_vec,
-              nir_var_mem_ubo | nir_var_mem_ssbo,
-              nir_lower_direct_array_deref_of_vec_load);
+   NIR_PASS(_, nir, nir_lower_array_deref_of_vec,
+            nir_var_mem_ubo | nir_var_mem_ssbo,
+            nir_lower_direct_array_deref_of_vec_load);
 
-   NIR_PASS_V(nir, nir_lower_frexp);
+   NIR_PASS(_, nir, nir_lower_frexp);
 
    /* Get rid of split copies */
    nir_optimize(nir, false);
@@ -978,7 +978,7 @@ lower_fs_io(nir_shader *nir)
 {
    /* Our backend doesn't handle array fragment shader outputs */
    NIR_PASS_V(nir, nir_lower_io_arrays_to_elements_no_indirects, false);
-   NIR_PASS_V(nir, nir_remove_dead_variables, nir_var_shader_out, NULL);
+   NIR_PASS(_, nir, nir_remove_dead_variables, nir_var_shader_out, NULL);
 
    nir_assign_io_var_locations(nir, nir_var_shader_in, &nir->num_inputs,
                                MESA_SHADER_FRAGMENT);
@@ -986,8 +986,8 @@ lower_fs_io(nir_shader *nir)
    nir_assign_io_var_locations(nir, nir_var_shader_out, &nir->num_outputs,
                                MESA_SHADER_FRAGMENT);
 
-   NIR_PASS_V(nir, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
-              type_size_vec4, 0);
+   NIR_PASS(_, nir, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
+            type_size_vec4, 0);
 }
 
 static void
@@ -1704,8 +1704,8 @@ link_shaders(nir_shader *producer, nir_shader *consumer)
    assert(consumer);
 
    if (producer->options->lower_to_scalar) {
-      NIR_PASS_V(producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
-      NIR_PASS_V(consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
+      NIR_PASS(_, producer, nir_lower_io_to_scalar_early, nir_var_shader_out);
+      NIR_PASS(_, consumer, nir_lower_io_to_scalar_early, nir_var_shader_in);
    }
 
    nir_lower_io_arrays_to_elements(producer, consumer);
@@ -1716,12 +1716,12 @@ link_shaders(nir_shader *producer, nir_shader *consumer)
    if (nir_link_opt_varyings(producer, consumer))
       nir_optimize(consumer, false);
 
-   NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
-   NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
+   NIR_PASS(_, producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
+   NIR_PASS(_, consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
 
    if (nir_remove_unused_varyings(producer, consumer)) {
-      NIR_PASS_V(producer, nir_lower_global_vars_to_local);
-      NIR_PASS_V(consumer, nir_lower_global_vars_to_local);
+      NIR_PASS(_, producer, nir_lower_global_vars_to_local);
+      NIR_PASS(_, consumer, nir_lower_global_vars_to_local);
 
       nir_optimize(producer, false);
       nir_optimize(consumer, false);
@@ -1730,8 +1730,8 @@ link_shaders(nir_shader *producer, nir_shader *consumer)
        * nir_compact_varyings() depends on all dead varyings being removed so
        * we need to call nir_remove_dead_variables() again here.
        */
-      NIR_PASS_V(producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
-      NIR_PASS_V(consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
+      NIR_PASS(_, producer, nir_remove_dead_variables, nir_var_shader_out, NULL);
+      NIR_PASS(_, consumer, nir_remove_dead_variables, nir_var_shader_in, NULL);
    }
 }
 
@@ -1766,8 +1766,8 @@ pipeline_lower_nir(struct v3dv_pipeline *pipeline,
 
    /* Apply the actual pipeline layout to UBOs, SSBOs, and textures */
    bool needs_default_sampler_state = false;
-   NIR_PASS_V(p_stage->nir, lower_pipeline_layout_info, pipeline, layout,
-              &needs_default_sampler_state);
+   NIR_PASS(_, p_stage->nir, lower_pipeline_layout_info, pipeline, layout,
+            &needs_default_sampler_state);
 
    /* If in the end we didn't need to use the default sampler states and the
     * shader doesn't need any other samplers, get rid of them so we can
@@ -3127,10 +3127,10 @@ shared_type_info(const struct glsl_type *type, unsigned *size, unsigned *align)
 static void
 lower_cs_shared(struct nir_shader *nir)
 {
-   NIR_PASS_V(nir, nir_lower_vars_to_explicit_types,
-              nir_var_mem_shared, shared_type_info);
-   NIR_PASS_V(nir, nir_lower_explicit_io,
-              nir_var_mem_shared, nir_address_format_32bit_offset);
+   NIR_PASS(_, nir, nir_lower_vars_to_explicit_types,
+            nir_var_mem_shared, shared_type_info);
+   NIR_PASS(_, nir, nir_lower_explicit_io,
+            nir_var_mem_shared, nir_address_format_32bit_offset);
 }
 
 static VkResult
diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c
index b6680a8931f..418b8b2b2bc 100644
--- a/src/gallium/drivers/v3d/v3d_program.c
+++ b/src/gallium/drivers/v3d/v3d_program.c
@@ -308,19 +308,19 @@ v3d_uncompiled_shader_create(struct pipe_context *pctx,
 
         if (s->info.stage != MESA_SHADER_VERTEX &&
             s->info.stage != MESA_SHADER_GEOMETRY) {
-                NIR_PASS_V(s, nir_lower_io,
-                           nir_var_shader_in | nir_var_shader_out,
-                           type_size, (nir_lower_io_options)0);
+                NIR_PASS(_, s, nir_lower_io,
+                         nir_var_shader_in | nir_var_shader_out,
+                         type_size, (nir_lower_io_options)0);
         }
 
-        NIR_PASS_V(s, nir_lower_regs_to_ssa);
-        NIR_PASS_V(s, nir_normalize_cubemap_coords);
+        NIR_PASS(_, s, nir_lower_regs_to_ssa);
+        NIR_PASS(_, s, nir_normalize_cubemap_coords);
 
-        NIR_PASS_V(s, nir_lower_load_const_to_scalar);
+        NIR_PASS(_, s, nir_lower_load_const_to_scalar);
 
         v3d_optimize_nir(NULL, s);
 
-        NIR_PASS_V(s, nir_remove_dead_variables, nir_var_function_temp, NULL);
+        NIR_PASS(_, s, nir_remove_dead_variables, nir_var_function_temp, NULL);
 
         /* Garbage collect dead instructions */
         nir_sweep(s);



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