const struct glsl_type *vertex_type = glsl_vec4_type();
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
+ b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_vs");
nir_variable *pos_in = nir_variable_create(b.shader, nir_var_shader_in,
vertex_type, "a_pos");
nir_builder b;
nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
+ b.shader->info.name = ralloc_strdup(b.shader, "meta_blit_fs");
const struct glsl_type *color_type = glsl_vec4_type();
nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
+ vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_color_vs");
+ fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_color_fs");
+
const struct glsl_type *position_type = glsl_vec4_type();
const struct glsl_type *color_type = glsl_vec4_type();
nir_builder_init_simple_shader(&vs_b, NULL, MESA_SHADER_VERTEX, NULL);
nir_builder_init_simple_shader(&fs_b, NULL, MESA_SHADER_FRAGMENT, NULL);
+ vs_b.shader->info.name = ralloc_strdup(vs_b.shader, "meta_clear_depthstencil_vs");
+ fs_b.shader->info.name = ralloc_strdup(fs_b.shader, "meta_clear_depthstencil_fs");
+
const struct glsl_type *position_type = glsl_vec4_type();
nir_variable *vs_in_pos =