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SpirvShader: Make value names more consistent
[android-x86/external-swiftshader.git]
/
src
/
Pipeline
/
VertexProgram.cpp
diff --git
a/src/Pipeline/VertexProgram.cpp
b/src/Pipeline/VertexProgram.cpp
index
a11c80b
..
f5ea229
100644
(file)
--- a/
src/Pipeline/VertexProgram.cpp
+++ b/
src/Pipeline/VertexProgram.cpp
@@
-42,7
+42,7
@@
namespace sw
{
// TODO: we could do better here; we know InstanceIndex is uniform across all lanes
assert(it->second.SizeInComponents == 1);
{
// TODO: we could do better here; we know InstanceIndex is uniform across all lanes
assert(it->second.SizeInComponents == 1);
- routine.getVa
lu
e(it->second.Id)[it->second.FirstComponent] =
+ routine.getVa
riabl
e(it->second.Id)[it->second.FirstComponent] =
As<Float4>(Int4((*Pointer<Int>(data + OFFSET(DrawData, instanceID)))));
}
As<Float4>(Int4((*Pointer<Int>(data + OFFSET(DrawData, instanceID)))));
}
@@
-65,7
+65,7
@@
namespace sw
if (it != spirvShader->inputBuiltins.end())
{
assert(it->second.SizeInComponents == 1);
if (it != spirvShader->inputBuiltins.end())
{
assert(it->second.SizeInComponents == 1);
- routine.getVa
lu
e(it->second.Id)[it->second.FirstComponent] =
+ routine.getVa
riabl
e(it->second.Id)[it->second.FirstComponent] =
As<Float4>(Int4(index) + Int4(0, 1, 2, 3));
}
As<Float4>(Int4(index) + Int4(0, 1, 2, 3));
}