From: Jason Ekstrand Date: Mon, 21 Sep 2015 23:21:56 +0000 (-0700) Subject: anv/meta: Add location specifiers to meta shaders X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=041f5ea0896c9f0f7dd44d36749c4558693d9412;p=mesa.git anv/meta: Add location specifiers to meta shaders --- diff --git a/src/vulkan/anv_meta.c b/src/vulkan/anv_meta.c index b850305913a..3ab1ceabb92 100644 --- a/src/vulkan/anv_meta.c +++ b/src/vulkan/anv_meta.c @@ -39,9 +39,9 @@ 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 vec3 a_pos; - in vec4 a_color; - flat out vec4 v_color; + layout(location = 0) in vec3 a_pos; + layout(location = 1) in vec4 a_color; + layout(location = 0) flat out vec4 v_color; void main() { v_color = a_color; @@ -50,8 +50,8 @@ anv_device_init_meta_clear_state(struct anv_device *device) ); VkShaderModule fsm = GLSL_VK_SHADER_MODULE(device, FRAGMENT, - out vec4 f_color; - flat in vec4 v_color; + layout(location = 0) out vec4 f_color; + layout(location = 0) flat in vec4 v_color; void main() { f_color = v_color; @@ -431,9 +431,9 @@ anv_device_init_meta_blit_state(struct anv_device *device) * does not dead-code our inputs. */ VkShaderModule vsm = GLSL_VK_SHADER_MODULE(device, VERTEX, - in vec2 a_pos; - in vec2 a_tex_coord; - out vec4 v_tex_coord; + layout(location = 0) in vec2 a_pos; + layout(location = 1) in vec2 a_tex_coord; + layout(location = 0) out vec4 v_tex_coord; void main() { v_tex_coord = vec4(a_tex_coord, 0, 1); @@ -442,8 +442,8 @@ anv_device_init_meta_blit_state(struct anv_device *device) ); VkShaderModule fsm_2d = GLSL_VK_SHADER_MODULE(device, FRAGMENT, - out vec4 f_color; - in vec4 v_tex_coord; + layout(location = 0) out vec4 f_color; + layout(location = 0) in vec4 v_tex_coord; layout(set = 0, binding = 0) uniform sampler2D u_tex; void main() { @@ -452,8 +452,8 @@ anv_device_init_meta_blit_state(struct anv_device *device) ); VkShaderModule fsm_3d = GLSL_VK_SHADER_MODULE(device, FRAGMENT, - out vec4 f_color; - in vec4 v_tex_coord; + layout(location = 0) out vec4 f_color; + layout(location = 0) in vec4 v_tex_coord; layout(set = 0, binding = 0) uniform sampler3D u_tex; void main() {