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SpirvShader: Make value names more consistent
[android-x86/external-swiftshader.git] / src / Pipeline / VertexProgram.cpp
index a11c80b..f5ea229 100644 (file)
@@ -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);
-                       routine.getValue(it->second.Id)[it->second.FirstComponent] =
+                       routine.getVariable(it->second.Id)[it->second.FirstComponent] =
                                        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);
-                       routine.getValue(it->second.Id)[it->second.FirstComponent] =
+                       routine.getVariable(it->second.Id)[it->second.FirstComponent] =
                                        As<Float4>(Int4(index) + Int4(0, 1, 2, 3));
                }