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-rw-r--r--src/vulkan/anv_meta_blit.c21
1 files changed, 9 insertions, 12 deletions
diff --git a/src/vulkan/anv_meta_blit.c b/src/vulkan/anv_meta_blit.c
index 07d99792cf1..3a777705ef1 100644
--- a/src/vulkan/anv_meta_blit.c
+++ b/src/vulkan/anv_meta_blit.c
@@ -34,30 +34,28 @@ struct blit_region {
static nir_shader *
build_nir_vertex_shader(void)
{
+ const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
- const struct glsl_type *vertex_type = glsl_vec4_type();
-
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs");
nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
- vertex_type, "a_pos");
+ vec4, "a_pos");
pos_in->data.location = VERT_ATTRIB_GENERIC0;
nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
- vertex_type, "gl_Position");
+ vec4, "gl_Position");
pos_out->data.location = VARYING_SLOT_POS;
nir_copy_var(&b, pos_out, pos_in);
/* Add one more pass-through attribute. For clear shaders, this is used
* to store the color and for blit shaders it's the texture coordinate.
*/
- const struct glsl_type *attr_type = glsl_vec4_type();
nir_variable *attr_in = nir_variable_create(b.shader, nir_var_shader_in,
- attr_type, "a_attr");
+ vec4, "a_attr");
attr_in->data.location = VERT_ATTRIB_GENERIC1;
nir_variable *attr_out = nir_variable_create(b.shader, nir_var_shader_out,
- attr_type, "v_attr");
+ vec4, "v_attr");
attr_out->data.location = VARYING_SLOT_VAR0;
attr_out->data.interpolation = INTERP_QUALIFIER_SMOOTH;
nir_copy_var(&b, attr_out, attr_in);
@@ -68,15 +66,14 @@ build_nir_vertex_shader(void)
static nir_shader *
build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
{
+ const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_fs");
- const struct glsl_type *color_type = glsl_vec4_type();
-
nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
- glsl_vec4_type(), "v_attr");
+ vec4, "v_attr");
tex_pos_in->data.location = VARYING_SLOT_VAR0;
/* Swizzle the array index which comes in as Z coordinate into the right
@@ -89,7 +86,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
const struct glsl_type *sampler_type =
glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D,
- glsl_get_base_type(color_type));
+ glsl_get_base_type(vec4));
nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform,
sampler_type, "s_tex");
sampler->data.descriptor_set = 0;
@@ -110,7 +107,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
nir_builder_instr_insert(&b, &tex->instr);
nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
- color_type, "f_color");
+ vec4, "f_color");
color_out->data.location = FRAG_RESULT_DATA0;
nir_store_var(&b, color_out, &tex->dest.ssa, 4);