radv: simplify fast clear shaders
authorDave Airlie <airlied@redhat.com>
Tue, 18 Oct 2016 03:20:11 +0000 (13:20 +1000)
committerDave Airlie <airlied@redhat.com>
Wed, 19 Oct 2016 03:16:14 +0000 (13:16 +1000)
There is no need for anything but a noop shader here.

src/amd/vulkan/radv_meta_fast_clear.c

index 519e0f473decba382368a8cc41ad2949847d9ed2..c0fa922c25c618d629962be70858c4bf007c34a5 100644 (file)
@@ -33,7 +33,6 @@
  */
 struct vertex_attrs {
        float position[2]; /**< 3DPRIM_RECTLIST */
-       float tex_position[2];
 };
 
 /* passthrough vertex shader */
@@ -45,8 +44,6 @@ build_nir_vs(void)
        nir_builder b;
        nir_variable *a_position;
        nir_variable *v_position;
-       nir_variable *a_tex_position;
-       nir_variable *v_tex_position;
 
        nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_VERTEX, NULL);
        b.shader->info.name = ralloc_strdup(b.shader, "meta_fast_clear_vs");
@@ -59,16 +56,7 @@ build_nir_vs(void)
                                         "gl_Position");
        v_position->data.location = VARYING_SLOT_POS;
 
-       a_tex_position = nir_variable_create(b.shader, nir_var_shader_in, vec4,
-                                            "a_tex_position");
-       a_tex_position->data.location = VERT_ATTRIB_GENERIC1;
-
-       v_tex_position = nir_variable_create(b.shader, nir_var_shader_out, vec4,
-                                            "v_tex_position");
-       v_tex_position->data.location = VARYING_SLOT_VAR0;
-
        nir_copy_var(&b, v_position, a_position);
-       nir_copy_var(&b, v_tex_position, a_tex_position);
 
        return b.shader;
 }
@@ -77,24 +65,11 @@ build_nir_vs(void)
 static nir_shader *
 build_nir_fs(void)
 {
-       const struct glsl_type *vec4 = glsl_vec4_type();
        nir_builder b;
-       nir_variable *v_tex_position; /* vec4, varying texture coordinate */
-       nir_variable *f_color; /* vec4, fragment output color */
 
        nir_builder_init_simple_shader(&b, NULL, MESA_SHADER_FRAGMENT, NULL);
        b.shader->info.name = ralloc_asprintf(b.shader,
-                                             "meta_fast_clear_fs");
-
-       v_tex_position = nir_variable_create(b.shader, nir_var_shader_in, vec4,
-                                            "v_tex_position");
-       v_tex_position->data.location = VARYING_SLOT_VAR0;
-
-       f_color = nir_variable_create(b.shader, nir_var_shader_out, vec4,
-                                     "f_color");
-       f_color->data.location = FRAG_RESULT_DATA0;
-
-       nir_copy_var(&b, f_color, v_tex_position);
+                                             "meta_fast_clear_noop_fs");
 
        return b.shader;
 }
@@ -187,7 +162,7 @@ create_pipeline(struct radv_device *device,
                                .inputRate = VK_VERTEX_INPUT_RATE_VERTEX
                        },
                },
-               .vertexAttributeDescriptionCount = 2,
+               .vertexAttributeDescriptionCount = 1,
                .pVertexAttributeDescriptions = (VkVertexInputAttributeDescription[]) {
                        {
                                /* Position */
@@ -196,13 +171,6 @@ create_pipeline(struct radv_device *device,
                                .format = VK_FORMAT_R32G32_SFLOAT,
                                .offset = offsetof(struct vertex_attrs, position),
                        },
-                       {
-                               /* Texture Coordinate */
-                               .location = 1,
-                               .binding = 0,
-                               .format = VK_FORMAT_R32G32_SFLOAT,
-                               .offset = offsetof(struct vertex_attrs, tex_position),
-                       },
                }
        };
 
@@ -389,30 +357,18 @@ emit_fast_clear_flush(struct radv_cmd_buffer *cmd_buffer,
                                0,
                                0,
                        },
-                       .tex_position = {
-                               0,
-                               0,
-                       },
                },
                {
                        .position = {
                                0,
                                resolve_extent->height,
                        },
-                       .tex_position = {
-                               0,
-                               resolve_extent->height,
-                       },
                },
                {
                        .position = {
                                resolve_extent->width,
                                0,
                        },
-                       .tex_position = {
-                               resolve_extent->width,
-                               0,
-                       },
                },
        };