intel/compiler: rename brw_nir_lower_glsl_images
To brw_nir_lower_gl_images, as it will be also used on the ARB_gl_spirv codepath, that doesn't involves GLSL at all. So the lowering is about images following the OpenGL semantics. In any case "brw_nir_lower_opengl_images" seemed too long to me, so I just used gl. That shortening is already used on other parts of the code. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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@ -149,8 +149,8 @@ void brw_nir_setup_arb_uniforms(void *mem_ctx, nir_shader *shader,
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struct gl_program *prog,
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struct brw_stage_prog_data *stage_prog_data);
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void brw_nir_lower_glsl_images(nir_shader *shader,
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const struct gl_program *prog);
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void brw_nir_lower_gl_images(nir_shader *shader,
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const struct gl_program *prog);
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void brw_nir_analyze_ubo_ranges(const struct brw_compiler *compiler,
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nir_shader *nir,
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@ -299,8 +299,8 @@ get_aoa_deref_offset(nir_builder *b,
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}
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void
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brw_nir_lower_glsl_images(nir_shader *shader,
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const struct gl_program *prog)
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brw_nir_lower_gl_images(nir_shader *shader,
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const struct gl_program *prog)
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{
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/* We put image uniforms at the end */
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nir_foreach_variable(var, &shader->uniforms) {
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@ -140,7 +140,7 @@ brw_create_nir(struct brw_context *brw,
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}
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NIR_PASS_V(nir, brw_nir_lower_uniforms, is_scalar);
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NIR_PASS_V(nir, brw_nir_lower_glsl_images, prog);
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NIR_PASS_V(nir, brw_nir_lower_gl_images, prog);
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return nir;
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}
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