glsl/mesa: move duplicate shader fields into new struct gl_shader_info
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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@@ -166,14 +166,14 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
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switch (stage) {
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case MESA_SHADER_TESS_CTRL:
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shader->info.tcs.vertices_out = sh->TessCtrl.VerticesOut;
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shader->info.tcs.vertices_out = sh->info.TessCtrl.VerticesOut;
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break;
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case MESA_SHADER_GEOMETRY:
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shader->info.gs.vertices_in = shader_prog->Geom.VerticesIn;
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shader->info.gs.output_primitive = sh->Geom.OutputType;
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shader->info.gs.vertices_out = sh->Geom.VerticesOut;
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shader->info.gs.invocations = sh->Geom.Invocations;
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shader->info.gs.output_primitive = sh->info.Geom.OutputType;
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shader->info.gs.vertices_out = sh->info.Geom.VerticesOut;
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shader->info.gs.invocations = sh->info.Geom.Invocations;
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shader->info.gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
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shader->info.gs.uses_streams = shader_prog->Geom.UsesStreams;
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break;
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@@ -184,7 +184,7 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
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shader->info.fs.uses_discard = fp->UsesKill;
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shader->info.fs.uses_sample_qualifier = fp->IsSample != 0;
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shader->info.fs.early_fragment_tests = sh->EarlyFragmentTests;
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shader->info.fs.early_fragment_tests = sh->info.EarlyFragmentTests;
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shader->info.fs.depth_layout = fp->FragDepthLayout;
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break;
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}
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