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authorTopi Pohjolainen <[email protected]>2016-07-03 10:19:25 +0300
committerTopi Pohjolainen <[email protected]>2016-07-04 20:43:11 +0300
commit01f2f364d4c12c951d81137454917fe7728ecad7 (patch)
tree81acea0a7accb0fd3a70b76d64fe5cba180aec41 /src/mesa/drivers
parent641868103c07366eb0fd3091c15cad0917c6cc36 (diff)
i965/blorp: Rename LOAD_UNIFORM to LOAD_INPUT
Signed-off-by: Topi Pohjolainen <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/dri/i965/brw_blorp_blit.cpp18
1 files changed, 9 insertions, 9 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
index 14db10b25bf..dbf33e1a98d 100644
--- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
+++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
@@ -353,20 +353,20 @@ brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v,
/* Blended and scaled blits never use pixel discard. */
assert(!key->use_kill || !(key->blend && key->blit_scaled));
-#define LOAD_UNIFORM(name, type)\
+#define LOAD_INPUT(name, type)\
v->u_##name = nir_variable_create(b->shader, nir_var_uniform, type, #name); \
v->u_##name->data.location = \
offsetof(struct brw_blorp_wm_inputs, name);
- LOAD_UNIFORM(discard_rect, glsl_vec4_type())
- LOAD_UNIFORM(rect_grid, glsl_vec4_type())
- LOAD_UNIFORM(x_transform.multiplier, glsl_float_type())
- LOAD_UNIFORM(x_transform.offset, glsl_float_type())
- LOAD_UNIFORM(y_transform.multiplier, glsl_float_type())
- LOAD_UNIFORM(y_transform.offset, glsl_float_type())
- LOAD_UNIFORM(src_z, glsl_uint_type())
+ LOAD_INPUT(discard_rect, glsl_vec4_type())
+ LOAD_INPUT(rect_grid, glsl_vec4_type())
+ LOAD_INPUT(x_transform.multiplier, glsl_float_type())
+ LOAD_INPUT(x_transform.offset, glsl_float_type())
+ LOAD_INPUT(y_transform.multiplier, glsl_float_type())
+ LOAD_INPUT(y_transform.offset, glsl_float_type())
+ LOAD_INPUT(src_z, glsl_uint_type())
-#undef DECL_UNIFORM
+#undef LOAD_INPUT
v->frag_coord = nir_variable_create(b->shader, nir_var_shader_in,
glsl_vec4_type(), "gl_FragCoord");