radv: simplify fast clear shaders

There is no need for anything but a noop shader here.
This commit is contained in:
Dave Airlie 2016-10-18 13:20:11 +10:00
parent 1ec5e6e702
commit db7ae14b60

View file

@ -33,7 +33,6 @@
*/
struct vertex_attrs {
float position[2]; /**< 3DPRIM_RECTLIST */
float tex_position[2];
};
/* passthrough vertex shader */
@ -45,8 +44,6 @@ build_nir_vs(void)
nir_builder b;
nir_variable *a_position;
nir_variable *v_position;
nir_variable *a_tex_position;
nir_variable *v_tex_position;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
b.shader->info.name = ralloc_strdup(b.shader, "meta_fast_clear_vs");
@ -59,16 +56,7 @@ build_nir_vs(void)
"gl_Position");
v_position->data.location = VARYING_SLOT_POS;
a_tex_position = nir_variable_create(b.shader, nir_var_shader_in, vec4,
"a_tex_position");
a_tex_position->data.location = VERT_ATTRIB_GENERIC1;
v_tex_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"v_tex_position");
v_tex_position->data.location = VARYING_SLOT_VAR0;
nir_copy_var(&b, v_position, a_position);
nir_copy_var(&b, v_tex_position, a_tex_position);
return b.shader;
}
@ -77,24 +65,11 @@ build_nir_vs(void)
static nir_shader *
build_nir_fs(void)
{
const struct glsl_type *vec4 = glsl_vec4_type();
nir_builder b;
nir_variable *v_tex_position; /* vec4, varying texture coordinate */
nir_variable *f_color; /* vec4, fragment output color */
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
b.shader->info.name = ralloc_asprintf(b.shader,
"meta_fast_clear_fs");
v_tex_position = nir_variable_create(b.shader, nir_var_shader_in, vec4,
"v_tex_position");
v_tex_position->data.location = VARYING_SLOT_VAR0;
f_color = nir_variable_create(b.shader, nir_var_shader_out, vec4,
"f_color");
f_color->data.location = FRAG_RESULT_DATA0;
nir_copy_var(&b, f_color, v_tex_position);
"meta_fast_clear_noop_fs");
return b.shader;
}
@ -187,7 +162,7 @@ create_pipeline(struct radv_device *device,
.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
},
},
.vertexAttributeDescriptionCount = 2,
.vertexAttributeDescriptionCount = 1,
.pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
{
/* Position */
@ -196,13 +171,6 @@ create_pipeline(struct radv_device *device,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(struct vertex_attrs, position),
},
{
/* Texture Coordinate */
.location = 1,
.binding = 0,
.format = VK_FORMAT_R32G32_SFLOAT,
.offset = offsetof(struct vertex_attrs, tex_position),
},
}
};
@ -389,30 +357,18 @@ emit_fast_clear_flush(struct radv_cmd_buffer *cmd_buffer,
0,
0,
},
.tex_position = {
0,
0,
},
},
{
.position = {
0,
resolve_extent->height,
},
.tex_position = {
0,
resolve_extent->height,
},
},
{
.position = {
resolve_extent->width,
0,
},
.tex_position = {
resolve_extent->width,
0,
},
},
};