anv/meta_blit: Remove references to clearing
Long ago, the blit code used to handle clearing and blitting. - Fix any comments that refer to clearing. - Rename shader var 'attr' to 'tex_pos'. The name 'attr' is an artifact of the time when the shader was used for blitting as well as clearing.
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@ -48,17 +48,14 @@ build_nir_vertex_shader(void)
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pos_out->data.location = VARYING_SLOT_POS;
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nir_copy_var(&b, pos_out, pos_in);
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/* Add one more pass-through attribute. For clear shaders, this is used
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* to store the color and for blit shaders it's the texture coordinate.
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*/
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nir_variable *attr_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec4, "a_attr");
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attr_in->data.location = VERT_ATTRIB_GENERIC1;
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nir_variable *attr_out = nir_variable_create(b.shader, nir_var_shader_out,
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vec4, "v_attr");
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attr_out->data.location = VARYING_SLOT_VAR0;
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attr_out->data.interpolation = INTERP_QUALIFIER_SMOOTH;
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nir_copy_var(&b, attr_out, attr_in);
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec4, "a_tex_pos");
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tex_pos_in->data.location = VERT_ATTRIB_GENERIC1;
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nir_variable *tex_pos_out = nir_variable_create(b.shader, nir_var_shader_out,
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vec4, "v_tex_pos");
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tex_pos_out->data.location = VARYING_SLOT_VAR0;
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tex_pos_out->data.interpolation = INTERP_QUALIFIER_SMOOTH;
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nir_copy_var(&b, tex_pos_out, tex_pos_in);
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return b.shader;
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}
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@ -73,7 +70,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
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b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_fs");
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vec4, "v_attr");
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vec4, "v_tex_pos");
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tex_pos_in->data.location = VARYING_SLOT_VAR0;
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/* Swizzle the array index which comes in as Z coordinate into the right
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@ -1205,7 +1202,7 @@ anv_device_init_meta_blit_state(struct anv_device *device)
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if (result != VK_SUCCESS)
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goto fail;
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/* We don't use a vertex shader for clearing, but instead build and pass
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/* We don't use a vertex shader for blitting, but instead build and pass
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* the VUEs directly to the rasterization backend. However, we do need
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* to provide GLSL source for the vertex shader so that the compiler
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* does not dead-code our inputs.
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