diff options
author | Jason Ekstrand <[email protected]> | 2015-09-21 16:21:56 -0700 |
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committer | Jason Ekstrand <[email protected]> | 2015-09-21 16:21:56 -0700 |
commit | 041f5ea0896c9f0f7dd44d36749c4558693d9412 (patch) | |
tree | 03d6e68ba8214def77821f7b3ec92f4163a296cf /src/vulkan/anv_meta.c | |
parent | f406b708a5dac4dc540687ab31735cdbc5455a4d (diff) |
anv/meta: Add location specifiers to meta shaders
Diffstat (limited to 'src/vulkan/anv_meta.c')
-rw-r--r-- | src/vulkan/anv_meta.c | 24 |
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() { |