/* 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");