diff options
author | Jason Ekstrand <[email protected]> | 2015-12-02 16:08:13 -0800 |
---|---|---|
committer | Jason Ekstrand <[email protected]> | 2015-12-03 13:43:54 -0800 |
commit | a5f19f64c3317c98b984010f144416ce768a3c0b (patch) | |
tree | 9c9c4252a777420e52c6c72f01b77a1e6e3c6616 /src/vulkan/anv_descriptor_set.c | |
parent | e10dc002e9544500a2247e49a132e18f994f34ee (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.c | 10 |
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; |