zink: use pre-populated shader-locations
This is the final step of this little journey, which allows us to no longer deal with the shader-slot mapping inside the NIR to SPIR-V translation. Reviewed-By:Mike Blumenkrantz <michael.blumenkrantz@gmail.com> Part-of: <mesa/mesa!9836>
- src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c 13 additions, 66 deletionssrc/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.c
- src/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.h 1 addition, 2 deletionssrc/gallium/drivers/zink/nir_to_spirv/nir_to_spirv.h
- src/gallium/drivers/zink/zink_compiler.c 8 additions, 11 deletionssrc/gallium/drivers/zink/zink_compiler.c