diff options
author | Chad Versace <[email protected]> | 2016-02-12 10:27:58 -0800 |
---|---|---|
committer | Chad Versace <[email protected]> | 2016-02-12 11:29:29 -0800 |
commit | 97b5a07378c45ef6f74a9c0f650b5704ea1c0db0 (patch) | |
tree | 31bfa3444240735be7d38aa9ad05b42c70673dfd | |
parent | 699f21216f0d026c883b1cd2b3676fdc6e3668d8 (diff) |
anv/meta_blit: Coalesce glsl_vec4_type vars
Just a refactor. No behavior change.
Several expressions have the same value: they point to
glsl_vec4_type(). Coalesce them into a single variable.
-rw-r--r-- | src/vulkan/anv_meta_blit.c | 21 |
1 files changed, 9 insertions, 12 deletions
diff --git a/src/vulkan/anv_meta_blit.c b/src/vulkan/anv_meta_blit.c index 07d99792cf1..3a777705ef1 100644 --- a/src/vulkan/anv_meta_blit.c +++ b/src/vulkan/anv_meta_blit.c @@ -34,30 +34,28 @@ struct blit_region { static nir_shader * build_nir_vertex_shader(void) { + const struct glsl_type *vec4 = glsl_vec4_type(); nir_builder b; - const struct glsl_type *vertex_type = glsl_vec4_type(); - nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL); b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs"); nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in, - vertex_type, "a_pos"); + vec4, "a_pos"); pos_in->data.location = VERT_ATTRIB_GENERIC0; nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out, - vertex_type, "gl_Position"); + vec4, "gl_Position"); pos_out->data.location = VARYING_SLOT_POS; nir_copy_var(&b, pos_out, pos_in); /* Add one more pass-through attribute. For clear shaders, this is used * to store the color and for blit shaders it's the texture coordinate. */ - const struct glsl_type *attr_type = glsl_vec4_type(); nir_variable *attr_in = nir_variable_create(b.shader, nir_var_shader_in, - attr_type, "a_attr"); + vec4, "a_attr"); attr_in->data.location = VERT_ATTRIB_GENERIC1; nir_variable *attr_out = nir_variable_create(b.shader, nir_var_shader_out, - attr_type, "v_attr"); + vec4, "v_attr"); attr_out->data.location = VARYING_SLOT_VAR0; attr_out->data.interpolation = INTERP_QUALIFIER_SMOOTH; nir_copy_var(&b, attr_out, attr_in); @@ -68,15 +66,14 @@ build_nir_vertex_shader(void) static nir_shader * build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim) { + const struct glsl_type *vec4 = glsl_vec4_type(); nir_builder b; nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL); b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_fs"); - const struct glsl_type *color_type = glsl_vec4_type(); - nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in, - glsl_vec4_type(), "v_attr"); + vec4, "v_attr"); tex_pos_in->data.location = VARYING_SLOT_VAR0; /* Swizzle the array index which comes in as Z coordinate into the right @@ -89,7 +86,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim) const struct glsl_type *sampler_type = glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D, - glsl_get_base_type(color_type)); + glsl_get_base_type(vec4)); nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform, sampler_type, "s_tex"); sampler->data.descriptor_set = 0; @@ -110,7 +107,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim) nir_builder_instr_insert(&b, &tex->instr); nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out, - color_type, "f_color"); + vec4, "f_color"); color_out->data.location = FRAG_RESULT_DATA0; nir_store_var(&b, color_out, &tex->dest.ssa, 4); |