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anv/meta_blit: Coalesce glsl_vec4_type vars
Just a refactor. No behavior change. Several expressions have the same value: they point to glsl_vec4_type(). Coalesce them into a single variable.
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parent
699f21216f
commit
97b5a07378
1 changed files with 9 additions and 12 deletions
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@ -34,30 +34,28 @@ struct blit_region {
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static nir_shader *
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build_nir_vertex_shader(void)
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b;
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const struct glsl_type *vertex_type = glsl_vec4_type();
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs");
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nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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vertex_type, "a_pos");
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vec4, "a_pos");
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pos_in->data.location = VERT_ATTRIB_GENERIC0;
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nir_variable *pos_out = nir_variable_create(b.shader, nir_var_shader_out,
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vertex_type, "gl_Position");
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vec4, "gl_Position");
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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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const struct glsl_type *attr_type = glsl_vec4_type();
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nir_variable *attr_in = nir_variable_create(b.shader, nir_var_shader_in,
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attr_type, "a_attr");
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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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attr_type, "v_attr");
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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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@ -68,15 +66,14 @@ build_nir_vertex_shader(void)
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static nir_shader *
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build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
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{
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const struct glsl_type *vec4 = glsl_vec4_type();
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nir_builder b;
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nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
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b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_fs");
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const struct glsl_type *color_type = glsl_vec4_type();
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nir_variable *tex_pos_in = nir_variable_create(b.shader, nir_var_shader_in,
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glsl_vec4_type(), "v_attr");
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vec4, "v_attr");
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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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@ -89,7 +86,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
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const struct glsl_type *sampler_type =
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glsl_sampler_type(tex_dim, false, tex_dim != GLSL_SAMPLER_DIM_3D,
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glsl_get_base_type(color_type));
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glsl_get_base_type(vec4));
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nir_variable *sampler = nir_variable_create(b.shader, nir_var_uniform,
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sampler_type, "s_tex");
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sampler->data.descriptor_set = 0;
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@ -110,7 +107,7 @@ build_nir_copy_fragment_shader(enum glsl_sampler_dim tex_dim)
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nir_builder_instr_insert(&b, &tex->instr);
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nir_variable *color_out = nir_variable_create(b.shader, nir_var_shader_out,
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color_type, "f_color");
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vec4, "f_color");
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color_out->data.location = FRAG_RESULT_DATA0;
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nir_store_var(&b, color_out, &tex->dest.ssa, 4);
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