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authorChad Versace <[email protected]>2016-02-12 11:27:19 -0800
committerChad Versace <[email protected]>2016-02-12 11:29:29 -0800
commit03bea8fda790592685d33743a5c9ce36b2fa91f0 (patch)
treef76bf614ad50c30aae0098b5076039ab57d7916a
parent97b5a07378c45ef6f74a9c0f650b5704ea1c0db0 (diff)
anv/meta_blit: Remove references to clearing
Long ago, the blit code used to handle clearing and blitting. - Fix any comments that refer to clearing. - Rename shader var 'attr' to 'tex_pos'. The name 'attr' is an artifact of the time when the shader was used for blitting as well as clearing.
-rw-r--r--src/vulkan/anv_meta_blit.c23
1 files changed, 10 insertions, 13 deletions
diff --git a/src/vulkan/anv_meta_blit.c b/src/vulkan/anv_meta_blit.c
index 3a777705ef1..07ebcbc06b1 100644
--- a/src/vulkan/anv_meta_blit.c
+++ b/src/vulkan/anv_meta_blit.c
@@ -48,17 +48,14 @@ build_nir_vertex_shader(void)
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.
- */
- nir_variable *attr_in = nir_variable_create(b.shader, nir_var_shader_in,
- vec4, "a_attr");
- attr_in->data.location = VERT_ATTRIB_GENERIC1;
- nir_variable *attr_out = nir_variable_create(b.shader, nir_var_shader_out,
- 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);
+ nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
+ vec4, "a_tex_pos");
+ tex_pos_in->data.location = VERT_ATTRIB_GENERIC1;
+ nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out,
+ vec4, "v_tex_pos");
+ tex_pos_out->data.location = VARYING_SLOT_VAR0;
+ tex_pos_out->data.interpolation = INTERP_QUALIFIER_SMOOTH;
+ nir_copy_var(&b, tex_pos_out, tex_pos_in);
return b.shader;
}
@@ -73,7 +70,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_fs");
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
- vec4, "v_attr");
+ vec4, "v_tex_pos");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
/* Swizzle the array index which comes in as Z coordinate into the right
@@ -1205,7 +1202,7 @@ anv_device_init_meta_blit_state(struct anv_device *device)
if (result != VK_SUCCESS)
goto fail;
- /* We don't use a vertex shader for clearing, but instead build and pass
+ /* We don't use a vertex shader for blitting, but instead build and pass
* the VUEs directly to the rasterization backend. However, we do need
* to provide GLSL source for the vertex shader so that the compiler
* does not dead-code our inputs.