anv/meta: Add location specifiers to meta shaders
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+12
-12
@@ -39,9 +39,9 @@ anv_device_init_meta_clear_state(struct anv_device *device)
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* does not dead-code our inputs.
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*/
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VkShaderModule vsm = GLSL_VK_SHADER_MODULE(device, VERTEX,
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in vec3 a_pos;
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in vec4 a_color;
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flat out vec4 v_color;
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layout(location = 0) in vec3 a_pos;
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layout(location = 1) in vec4 a_color;
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layout(location = 0) flat out vec4 v_color;
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void main()
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{
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v_color = a_color;
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@@ -50,8 +50,8 @@ anv_device_init_meta_clear_state(struct anv_device *device)
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);
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VkShaderModule fsm = GLSL_VK_SHADER_MODULE(device, FRAGMENT,
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out vec4 f_color;
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flat in vec4 v_color;
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layout(location = 0) out vec4 f_color;
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layout(location = 0) flat in vec4 v_color;
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void main()
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{
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f_color = v_color;
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@@ -431,9 +431,9 @@ anv_device_init_meta_blit_state(struct anv_device *device)
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* does not dead-code our inputs.
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*/
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VkShaderModule vsm = GLSL_VK_SHADER_MODULE(device, VERTEX,
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in vec2 a_pos;
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in vec2 a_tex_coord;
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out vec4 v_tex_coord;
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layout(location = 0) in vec2 a_pos;
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layout(location = 1) in vec2 a_tex_coord;
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layout(location = 0) out vec4 v_tex_coord;
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void main()
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{
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v_tex_coord = vec4(a_tex_coord, 0, 1);
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@@ -442,8 +442,8 @@ anv_device_init_meta_blit_state(struct anv_device *device)
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);
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VkShaderModule fsm_2d = GLSL_VK_SHADER_MODULE(device, FRAGMENT,
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out vec4 f_color;
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in vec4 v_tex_coord;
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layout(location = 0) out vec4 f_color;
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layout(location = 0) in vec4 v_tex_coord;
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layout(set = 0, binding = 0) uniform sampler2D u_tex;
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void main()
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{
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@@ -452,8 +452,8 @@ anv_device_init_meta_blit_state(struct anv_device *device)
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);
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VkShaderModule fsm_3d = GLSL_VK_SHADER_MODULE(device, FRAGMENT,
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out vec4 f_color;
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in vec4 v_tex_coord;
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layout(location = 0) out vec4 f_color;
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layout(location = 0) in vec4 v_tex_coord;
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layout(set = 0, binding = 0) uniform sampler3D u_tex;
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void main()
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{
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