glsl: tidy up PostDepthCoverage shader field

There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Timothy Arceri
2016-12-20 09:39:00 +11:00
parent 3d41f4b990
commit 1f141eaef6
4 changed files with 4 additions and 4 deletions

View File

@@ -1816,7 +1816,7 @@ set_shader_inout_layout(struct gl_shader *shader,
state->ARB_fragment_coord_conventions_enable;
shader->EarlyFragmentTests = state->fs_early_fragment_tests;
shader->info.InnerCoverage = state->fs_inner_coverage;
shader->info.PostDepthCoverage = state->fs_post_depth_coverage;
shader->PostDepthCoverage = state->fs_post_depth_coverage;
shader->BlendSupport = state->fs_blend_support;
break;

View File

@@ -1881,7 +1881,7 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
linked_shader->info.InnerCoverage |=
shader->info.InnerCoverage;
linked_shader->Program->info.fs.post_depth_coverage |=
shader->info.PostDepthCoverage;
shader->PostDepthCoverage;
linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
}