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anv/meta: Pass the depth through the clear vertex shader
author
Jason Ekstrand
<jason.ekstrand@intel.com>
Thu, 17 Sep 2015 23:28:42 +0000
(16:28 -0700)
committer
Jason Ekstrand
<jason.ekstrand@intel.com>
Fri, 18 Sep 2015 01:09:21 +0000
(18:09 -0700)
It shouldn't matter since we shut off the VS but it's at least clearer.
src/vulkan/anv_meta.c
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diff --git
a/src/vulkan/anv_meta.c
b/src/vulkan/anv_meta.c
index aa48b9784273ec7730f3f41b8ab852efef59ec12..4f70e573008994eacb73039b863ddad180548480 100644
(file)
--- a/
src/vulkan/anv_meta.c
+++ b/
src/vulkan/anv_meta.c
@@
-39,13
+39,13
@@
anv_device_init_meta_clear_state(struct anv_device *device)
* does not dead-code our inputs.
*/
VkShaderModule vsm = GLSL_VK_SHADER_MODULE(device, VERTEX,
- in vec
2
a_pos;
+ in vec
3
a_pos;
in vec4 a_color;
flat out vec4 v_color;
void main()
{
v_color = a_color;
- gl_Position = vec4(a_pos,
0,
1);
+ gl_Position = vec4(a_pos, 1);
}
);