i965/blorp: Rename LOAD_UNIFORM to LOAD_INPUT
Signed-off-by: Topi Pohjolainen <topi.pohjolainen@intel.com> Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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@ -353,20 +353,20 @@ brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v,
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/* Blended and scaled blits never use pixel discard. */
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assert(!key->use_kill || !(key->blend && key->blit_scaled));
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#define LOAD_UNIFORM(name, type)\
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#define LOAD_INPUT(name, type)\
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v->u_##name = nir_variable_create(b->shader, nir_var_uniform, type, #name); \
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v->u_##name->data.location = \
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offsetof(struct brw_blorp_wm_inputs, name);
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LOAD_UNIFORM(discard_rect, glsl_vec4_type())
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LOAD_UNIFORM(rect_grid, glsl_vec4_type())
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LOAD_UNIFORM(x_transform.multiplier, glsl_float_type())
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LOAD_UNIFORM(x_transform.offset, glsl_float_type())
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LOAD_UNIFORM(y_transform.multiplier, glsl_float_type())
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LOAD_UNIFORM(y_transform.offset, glsl_float_type())
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LOAD_UNIFORM(src_z, glsl_uint_type())
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LOAD_INPUT(discard_rect, glsl_vec4_type())
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LOAD_INPUT(rect_grid, glsl_vec4_type())
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LOAD_INPUT(x_transform.multiplier, glsl_float_type())
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LOAD_INPUT(x_transform.offset, glsl_float_type())
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LOAD_INPUT(y_transform.multiplier, glsl_float_type())
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LOAD_INPUT(y_transform.offset, glsl_float_type())
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LOAD_INPUT(src_z, glsl_uint_type())
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#undef DECL_UNIFORM
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#undef LOAD_INPUT
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v->frag_coord = nir_variable_create(b->shader, nir_var_shader_in,
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glsl_vec4_type(), "gl_FragCoord");
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