Mesa (master): i965/blorp: Rename LOAD_UNIFORM to LOAD_INPUT

Topi Pohjolainen tpohjola at kemper.freedesktop.org
Mon Jul 4 17:44:38 UTC 2016


Module: Mesa
Branch: master
Commit: 01f2f364d4c12c951d81137454917fe7728ecad7
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=01f2f364d4c12c951d81137454917fe7728ecad7

Author: Topi Pohjolainen <topi.pohjolainen at intel.com>
Date:   Sun Jul  3 10:19:25 2016 +0300

i965/blorp: Rename LOAD_UNIFORM to LOAD_INPUT

Signed-off-by: Topi Pohjolainen <topi.pohjolainen at intel.com>
Reviewed-by: Jason Ekstrand <jason at jlekstrand.net>

---

 src/mesa/drivers/dri/i965/brw_blorp_blit.cpp | 18 +++++++++---------
 1 file changed, 9 insertions(+), 9 deletions(-)

diff --git a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
index 14db10b..dbf33e1 100644
--- a/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
+++ b/src/mesa/drivers/dri/i965/brw_blorp_blit.cpp
@@ -353,20 +353,20 @@ brw_blorp_blit_vars_init(nir_builder *b, struct brw_blorp_blit_vars *v,
     /* Blended and scaled blits never use pixel discard. */
     assert(!key->use_kill || !(key->blend && key->blit_scaled));
 
-#define LOAD_UNIFORM(name, type)\
+#define LOAD_INPUT(name, type)\
    v->u_##name = nir_variable_create(b->shader, nir_var_uniform, type, #name); \
    v->u_##name->data.location = \
       offsetof(struct brw_blorp_wm_inputs, name);
 
-   LOAD_UNIFORM(discard_rect, glsl_vec4_type())
-   LOAD_UNIFORM(rect_grid, glsl_vec4_type())
-   LOAD_UNIFORM(x_transform.multiplier, glsl_float_type())
-   LOAD_UNIFORM(x_transform.offset, glsl_float_type())
-   LOAD_UNIFORM(y_transform.multiplier, glsl_float_type())
-   LOAD_UNIFORM(y_transform.offset, glsl_float_type())
-   LOAD_UNIFORM(src_z, glsl_uint_type())
+   LOAD_INPUT(discard_rect, glsl_vec4_type())
+   LOAD_INPUT(rect_grid, glsl_vec4_type())
+   LOAD_INPUT(x_transform.multiplier, glsl_float_type())
+   LOAD_INPUT(x_transform.offset, glsl_float_type())
+   LOAD_INPUT(y_transform.multiplier, glsl_float_type())
+   LOAD_INPUT(y_transform.offset, glsl_float_type())
+   LOAD_INPUT(src_z, glsl_uint_type())
 
-#undef DECL_UNIFORM
+#undef LOAD_INPUT
 
    v->frag_coord = nir_variable_create(b->shader, nir_var_shader_in,
                                        glsl_vec4_type(), "gl_FragCoord");




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