radv: Add a common member in the union to make things more clear.
[mesa.git] / src / amd / vulkan / radv_pipeline.c
index acf141b80e77e571fcf549b3ce5e0891b2f40018..a5a7ca23bc8213c76b0a5dba531b9ec5dbe10f87 100644 (file)
@@ -2243,7 +2243,7 @@ radv_fill_shader_keys(struct radv_device *device,
        }
 
        if (nir[MESA_SHADER_TESS_CTRL]) {
-               keys[MESA_SHADER_VERTEX].vs.out.as_ls = true;
+               keys[MESA_SHADER_VERTEX].vs_common_out.as_ls = true;
                keys[MESA_SHADER_TESS_CTRL].tcs.num_inputs = 0;
                keys[MESA_SHADER_TESS_CTRL].tcs.input_vertices = key->tess_input_vertices;
                keys[MESA_SHADER_TESS_CTRL].tcs.primitive_mode = nir[MESA_SHADER_TESS_EVAL]->info.tess.primitive_mode;
@@ -2253,16 +2253,16 @@ radv_fill_shader_keys(struct radv_device *device,
 
        if (nir[MESA_SHADER_GEOMETRY]) {
                if (nir[MESA_SHADER_TESS_CTRL])
-                       keys[MESA_SHADER_TESS_EVAL].tes.out.as_es = true;
+                       keys[MESA_SHADER_TESS_EVAL].vs_common_out.as_es = true;
                else
-                       keys[MESA_SHADER_VERTEX].vs.out.as_es = true;
+                       keys[MESA_SHADER_VERTEX].vs_common_out.as_es = true;
        }
 
        if (device->physical_device->rad_info.chip_class >= GFX10) {
                if (nir[MESA_SHADER_TESS_CTRL]) {
-                       keys[MESA_SHADER_TESS_EVAL].tes.out.as_ngg = true;
+                       keys[MESA_SHADER_TESS_EVAL].vs_common_out.as_ngg = true;
                } else {
-                       keys[MESA_SHADER_VERTEX].vs.out.as_ngg = true;
+                       keys[MESA_SHADER_VERTEX].vs_common_out.as_ngg = true;
                }
        }
 
@@ -2471,17 +2471,17 @@ void radv_create_shaders(struct radv_pipeline *pipeline,
                }
 
                /* TODO: These are no longer used as keys we should refactor this */
-               keys[MESA_SHADER_VERTEX].vs.out.export_prim_id =
+               keys[MESA_SHADER_VERTEX].vs_common_out.export_prim_id =
                        pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.prim_id_input;
-               keys[MESA_SHADER_VERTEX].vs.out.export_layer_id =
+               keys[MESA_SHADER_VERTEX].vs_common_out.export_layer_id =
                        pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.layer_input;
-               keys[MESA_SHADER_VERTEX].vs.out.export_clip_dists =
+               keys[MESA_SHADER_VERTEX].vs_common_out.export_clip_dists =
                        !!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.num_input_clips_culls;
-               keys[MESA_SHADER_TESS_EVAL].tes.out.export_prim_id =
+               keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_prim_id =
                        pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.prim_id_input;
-               keys[MESA_SHADER_TESS_EVAL].tes.out.export_layer_id =
+               keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_layer_id =
                        pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.layer_input;
-               keys[MESA_SHADER_TESS_EVAL].tes.out.export_clip_dists =
+               keys[MESA_SHADER_TESS_EVAL].vs_common_out.export_clip_dists =
                        !!pipeline->shaders[MESA_SHADER_FRAGMENT]->info.info.ps.num_input_clips_culls;
        }