diff options
author | Topi Pohjolainen <[email protected]> | 2016-07-03 10:19:25 +0300 |
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committer | Topi Pohjolainen <[email protected]> | 2016-07-04 20:43:11 +0300 |
commit | 01f2f364d4c12c951d81137454917fe7728ecad7 (patch) | |
tree | 81acea0a7accb0fd3a70b76d64fe5cba180aec41 /src/mesa | |
parent | 641868103c07366eb0fd3091c15cad0917c6cc36 (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')
-rw-r--r-- | src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 18 |
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"); |