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authorJason Ekstrand <[email protected]>2015-09-21 16:21:56 -0700
committerJason Ekstrand <[email protected]>2015-09-21 16:21:56 -0700
commit041f5ea0896c9f0f7dd44d36749c4558693d9412 (patch)
tree03d6e68ba8214def77821f7b3ec92f4163a296cf /src/vulkan/anv_meta.c
parentf406b708a5dac4dc540687ab31735cdbc5455a4d (diff)
anv/meta: Add location specifiers to meta shaders
Diffstat (limited to 'src/vulkan/anv_meta.c')
-rw-r--r--src/vulkan/anv_meta.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/src/vulkan/anv_meta.c b/src/vulkan/anv_meta.c
index b850305913a..3ab1ceabb92 100644
--- a/src/vulkan/anv_meta.c
+++ b/src/vulkan/anv_meta.c
@@ -39,9 +39,9 @@ anv_device_init_meta_clear_state(struct anv_device *device)
* does not dead-code our inputs.
*/
VkShaderModule vsm = GLSL_VK_SHADER_MODULE(device, VERTEX,
- in vec3 a_pos;
- in vec4 a_color;
- flat out vec4 v_color;
+ layout(location = 0) in vec3 a_pos;
+ layout(location = 1) in vec4 a_color;
+ layout(location = 0) flat out vec4 v_color;
void main()
{
v_color = a_color;
@@ -50,8 +50,8 @@ anv_device_init_meta_clear_state(struct anv_device *device)
);
VkShaderModule fsm = GLSL_VK_SHADER_MODULE(device, FRAGMENT,
- out vec4 f_color;
- flat in vec4 v_color;
+ layout(location = 0) out vec4 f_color;
+ layout(location = 0) flat in vec4 v_color;
void main()
{
f_color = v_color;
@@ -431,9 +431,9 @@ anv_device_init_meta_blit_state(struct anv_device *device)
* does not dead-code our inputs.
*/
VkShaderModule vsm = GLSL_VK_SHADER_MODULE(device, VERTEX,
- in vec2 a_pos;
- in vec2 a_tex_coord;
- out vec4 v_tex_coord;
+ layout(location = 0) in vec2 a_pos;
+ layout(location = 1) in vec2 a_tex_coord;
+ layout(location = 0) out vec4 v_tex_coord;
void main()
{
v_tex_coord = vec4(a_tex_coord, 0, 1);
@@ -442,8 +442,8 @@ anv_device_init_meta_blit_state(struct anv_device *device)
);
VkShaderModule fsm_2d = GLSL_VK_SHADER_MODULE(device, FRAGMENT,
- out vec4 f_color;
- in vec4 v_tex_coord;
+ layout(location = 0) out vec4 f_color;
+ layout(location = 0) in vec4 v_tex_coord;
layout(set = 0, binding = 0) uniform sampler2D u_tex;
void main()
{
@@ -452,8 +452,8 @@ anv_device_init_meta_blit_state(struct anv_device *device)
);
VkShaderModule fsm_3d = GLSL_VK_SHADER_MODULE(device, FRAGMENT,
- out vec4 f_color;
- in vec4 v_tex_coord;
+ layout(location = 0) out vec4 f_color;
+ layout(location = 0) in vec4 v_tex_coord;
layout(set = 0, binding = 0) uniform sampler3D u_tex;
void main()
{