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authorJason Ekstrand <[email protected]>2015-12-02 16:08:13 -0800
committerJason Ekstrand <[email protected]>2015-12-03 13:43:54 -0800
commita5f19f64c3317c98b984010f144416ce768a3c0b (patch)
tree9c9c4252a777420e52c6c72f01b77a1e6e3c6616 /src/vulkan/anv_descriptor_set.c
parente10dc002e9544500a2247e49a132e18f994f34ee (diff)
vk/0.210.0: Remove the VkShaderStage enum
This made for an unfortunately large amount of work since we were using it fairly heavily internally. However, gl_shader_stage does basically the same things, so it's not too bad.
Diffstat (limited to 'src/vulkan/anv_descriptor_set.c')
-rw-r--r--src/vulkan/anv_descriptor_set.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/vulkan/anv_descriptor_set.c b/src/vulkan/anv_descriptor_set.c
index 081d1e85ae1..e1cfd788b73 100644
--- a/src/vulkan/anv_descriptor_set.c
+++ b/src/vulkan/anv_descriptor_set.c
@@ -77,8 +77,8 @@ VkResult anv_CreateDescriptorSetLayout(
/* Initialize all samplers to 0 */
memset(samplers, 0, immutable_sampler_count * sizeof(*samplers));
- uint32_t sampler_count[VK_SHADER_STAGE_NUM] = { 0, };
- uint32_t surface_count[VK_SHADER_STAGE_NUM] = { 0, };
+ uint32_t sampler_count[MESA_SHADER_STAGES] = { 0, };
+ uint32_t surface_count[MESA_SHADER_STAGES] = { 0, };
uint32_t dynamic_offset_count = 0;
for (uint32_t j = 0; j < pCreateInfo->bindingCount; j++) {
@@ -196,7 +196,7 @@ VkResult anv_CreatePipelineLayout(
dynamic_offset_count += set_layout->binding[b].array_size;
}
- for (VkShaderStage s = 0; s < VK_SHADER_STAGE_NUM; s++) {
+ for (gl_shader_stage s = 0; s < MESA_SHADER_STAGES; s++) {
l.set[set].stage[s].surface_start = l.stage[s].surface_count;
l.set[set].stage[s].sampler_start = l.stage[s].sampler_count;
@@ -217,7 +217,7 @@ VkResult anv_CreatePipelineLayout(
}
unsigned num_bindings = 0;
- for (VkShaderStage s = 0; s < VK_SHADER_STAGE_NUM; s++)
+ for (gl_shader_stage s = 0; s < MESA_SHADER_STAGES; s++)
num_bindings += l.stage[s].surface_count + l.stage[s].sampler_count;
size_t size = sizeof(*layout) + num_bindings * sizeof(layout->entries[0]);
@@ -229,7 +229,7 @@ VkResult anv_CreatePipelineLayout(
/* Now we can actually build our surface and sampler maps */
struct anv_pipeline_binding *entry = layout->entries;
- for (VkShaderStage s = 0; s < VK_SHADER_STAGE_NUM; s++) {
+ for (gl_shader_stage s = 0; s < MESA_SHADER_STAGES; s++) {
l.stage[s].surface_to_descriptor = entry;
entry += l.stage[s].surface_count;
l.stage[s].sampler_to_descriptor = entry;