"gl_Position");
vs_out_pos->data.location = VARYING_SLOT_POS;
- nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(vs_b.shader, nir_intrinsic_load_push_constant);
+ nir_intrinsic_instr *in_color_load = nir_intrinsic_instr_create(fs_b.shader, nir_intrinsic_load_push_constant);
nir_intrinsic_set_base(in_color_load, 0);
nir_intrinsic_set_range(in_color_load, 4);
- in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&vs_b, 0));
+ in_color_load->src[0] = nir_src_for_ssa(nir_imm_int(&fs_b, 0));
in_color_load->num_components = 1;
nir_ssa_dest_init(&in_color_load->instr, &in_color_load->dest, 1, 32, "depth value");
- nir_builder_instr_insert(&vs_b, &in_color_load->instr);
+ nir_builder_instr_insert(&fs_b, &in_color_load->instr);
- nir_ssa_def *outvec = radv_meta_gen_rect_vertices_comp2(&vs_b, &in_color_load->dest.ssa);
+ nir_variable *fs_out_depth =
+ nir_variable_create(fs_b.shader, nir_var_shader_out,
+ glsl_int_type(), "f_depth");
+ fs_out_depth->data.location = FRAG_RESULT_DEPTH;
+ nir_store_var(&fs_b, fs_out_depth, &in_color_load->dest.ssa, 0x1);
+
+ nir_ssa_def *outvec = radv_meta_gen_rect_vertices(&vs_b);
nir_store_var(&vs_b, vs_out_pos, outvec, 0xf);
const struct glsl_type *layer_type = glsl_int_type();
radv_CmdPushConstants(radv_cmd_buffer_to_handle(cmd_buffer),
device->meta_state.clear_depth_p_layout,
- VK_SHADER_STAGE_VERTEX_BIT, 0, 4,
+ VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4,
&clear_value.depth);
uint32_t prev_reference = cmd_buffer->state.dynamic.stencil_reference.front;
.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
.setLayoutCount = 0,
.pushConstantRangeCount = 1,
- .pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_VERTEX_BIT, 0, 4},
+ .pPushConstantRanges = &(VkPushConstantRange){VK_SHADER_STAGE_FRAGMENT_BIT, 0, 4},
};
res = radv_CreatePipelineLayout(radv_device_to_handle(device),