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SpirvShader: Make value names more consistent
[android-x86/external-swiftshader.git] / src / Pipeline / VertexRoutine.cpp
index df2c813..396b319 100644 (file)
@@ -109,7 +109,7 @@ namespace sw
                auto it = spirvShader->outputBuiltins.find(spv::BuiltInPosition);
                assert(it != spirvShader->outputBuiltins.end());
                assert(it->second.SizeInComponents == 4);
-               auto &pos = routine.getValue(it->second.Id);
+               auto &pos = routine.getVariable(it->second.Id);
                auto posX = pos[it->second.FirstComponent];
                auto posY = pos[it->second.FirstComponent + 1];
                auto posZ = pos[it->second.FirstComponent + 2];
@@ -525,7 +525,7 @@ namespace sw
                auto it = spirvShader->outputBuiltins.find(spv::BuiltInPosition);
                assert(it != spirvShader->outputBuiltins.end());
                assert(it->second.SizeInComponents == 4);
-               auto &pos = routine.getValue(it->second.Id);
+               auto &pos = routine.getVariable(it->second.Id);
                auto posX = pos[it->second.FirstComponent];
                auto posY = pos[it->second.FirstComponent + 1];
                auto posZ = pos[it->second.FirstComponent + 2];
@@ -564,7 +564,7 @@ namespace sw
                if (it != spirvShader->outputBuiltins.end())
                {
                        assert(it->second.SizeInComponents == 1);
-                       auto psize = routine.getValue(it->second.Id)[it->second.FirstComponent];
+                       auto psize = routine.getVariable(it->second.Id)[it->second.FirstComponent];
                        *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 0) = Extract(psize, 0);
                        *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 1) = Extract(psize, 1);
                        *Pointer<Float>(cacheLine + OFFSET(Vertex,builtins.pointSize) + sizeof(Vertex) * 2) = Extract(psize, 2);