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authorKenneth Graunke <[email protected]>2016-07-07 02:02:38 -0700
committerKenneth Graunke <[email protected]>2016-07-17 19:26:48 -0700
commitac1181ffbef5250cb3b651e047cce5116727c34c (patch)
treeb6aa32932d99fa3dcb15d2435ff63b662b939488 /src/intel/vulkan
parente7d96e7685e911b91ce048c6639a4c290faf5d06 (diff)
compiler: Rename INTERP_QUALIFIER_* to INTERP_MODE_*.
Likewise, rename the enum type to glsl_interp_mode. Beyond the GLSL front-end, talking about "interpolation modes" seems more natural than "interpolation qualifiers" - in the IR, we're removed from how exactly the source language specifies how to interpolate an input. Also, SPIR-V calls these "decorations" rather than "qualifiers". Generated by: $ find . -regextype egrep -regex '.*\.(c|cpp|h)' -type f -exec sed -i \ -e 's/INTERP_QUALIFIER_/INTERP_MODE_/g' \ -e 's/glsl_interp_qualifier/glsl_interp_mode/g' {} \; Signed-off-by: Kenneth Graunke <[email protected]> Acked-by: Dave Airlie <[email protected]>
Diffstat (limited to 'src/intel/vulkan')
-rw-r--r--src/intel/vulkan/anv_meta_blit.c2
-rw-r--r--src/intel/vulkan/anv_meta_blit2d.c8
-rw-r--r--src/intel/vulkan/anv_meta_clear.c2
3 files changed, 6 insertions, 6 deletions
diff --git a/src/intel/vulkan/anv_meta_blit.c b/src/intel/vulkan/anv_meta_blit.c
index dc098efca39..e8b244bcab7 100644
--- a/src/intel/vulkan/anv_meta_blit.c
+++ b/src/intel/vulkan/anv_meta_blit.c
@@ -54,7 +54,7 @@ build_nir_vertex_shader(void)
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;
+ tex_pos_out->data.interpolation = INTERP_MODE_SMOOTH;
nir_copy_var(&b, tex_pos_out, tex_pos_in);
return b.shader;
diff --git a/src/intel/vulkan/anv_meta_blit2d.c b/src/intel/vulkan/anv_meta_blit2d.c
index e6c6875631d..9d4c2fcfb96 100644
--- a/src/intel/vulkan/anv_meta_blit2d.c
+++ b/src/intel/vulkan/anv_meta_blit2d.c
@@ -709,7 +709,7 @@ build_nir_vertex_shader(void)
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;
+ tex_pos_out->data.interpolation = INTERP_MODE_SMOOTH;
nir_copy_var(&b, tex_pos_out, tex_pos_in);
nir_variable *other_in = nir_variable_create(b.shader, nir_var_shader_in,
@@ -718,7 +718,7 @@ build_nir_vertex_shader(void)
nir_variable *other_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "v_other");
other_out->data.location = VARYING_SLOT_VAR1;
- other_out->data.interpolation = INTERP_QUALIFIER_FLAT;
+ other_out->data.interpolation = INTERP_MODE_FLAT;
nir_copy_var(&b, other_out, other_in);
return b.shader;
@@ -976,7 +976,7 @@ build_nir_w_tiled_fragment_shader(struct anv_device *device,
nir_variable *tex_off_in = nir_variable_create(b.shader, nir_var_shader_in,
ivec3, "v_tex_off");
tex_off_in->data.location = VARYING_SLOT_VAR0;
- tex_off_in->data.interpolation = INTERP_QUALIFIER_FLAT;
+ tex_off_in->data.interpolation = INTERP_MODE_FLAT;
/* In location 1 we have a uvec4 that gives us the bounds of the
* destination. We need to discard if we get outside this boundary.
@@ -984,7 +984,7 @@ build_nir_w_tiled_fragment_shader(struct anv_device *device,
nir_variable *bounds_in = nir_variable_create(b.shader, nir_var_shader_in,
uvec4, "v_bounds");
bounds_in->data.location = VARYING_SLOT_VAR1;
- bounds_in->data.interpolation = INTERP_QUALIFIER_FLAT;
+ bounds_in->data.interpolation = INTERP_MODE_FLAT;
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
vec4, "f_color");
diff --git a/src/intel/vulkan/anv_meta_clear.c b/src/intel/vulkan/anv_meta_clear.c
index 7ec060859cf..e39949825e6 100644
--- a/src/intel/vulkan/anv_meta_clear.c
+++ b/src/intel/vulkan/anv_meta_clear.c
@@ -94,7 +94,7 @@ build_color_shaders(struct nir_shader **out_vs,
nir_variable_create(vs_b.shader, nir_var_shader_out, color_type,
"v_color");
vs_out_color->data.location = VARYING_SLOT_VAR0;
- vs_out_color->data.interpolation = INTERP_QUALIFIER_FLAT;
+ vs_out_color->data.interpolation = INTERP_MODE_FLAT;
nir_variable *fs_in_color =
nir_variable_create(fs_b.shader, nir_var_shader_in, color_type,