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:
@@ -1816,7 +1816,7 @@ set_shader_inout_layout(struct gl_shader *shader,
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state->ARB_fragment_coord_conventions_enable;
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state->ARB_fragment_coord_conventions_enable;
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shader->EarlyFragmentTests = state->fs_early_fragment_tests;
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shader->EarlyFragmentTests = state->fs_early_fragment_tests;
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shader->info.InnerCoverage = state->fs_inner_coverage;
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shader->info.InnerCoverage = state->fs_inner_coverage;
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shader->info.PostDepthCoverage = state->fs_post_depth_coverage;
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shader->PostDepthCoverage = state->fs_post_depth_coverage;
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shader->BlendSupport = state->fs_blend_support;
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shader->BlendSupport = state->fs_blend_support;
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break;
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break;
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@@ -1881,7 +1881,7 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
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linked_shader->info.InnerCoverage |=
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linked_shader->info.InnerCoverage |=
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shader->info.InnerCoverage;
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shader->info.InnerCoverage;
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linked_shader->Program->info.fs.post_depth_coverage |=
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linked_shader->Program->info.fs.post_depth_coverage |=
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shader->info.PostDepthCoverage;
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shader->PostDepthCoverage;
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linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
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linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
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}
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}
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@@ -2242,7 +2242,6 @@ struct gl_subroutine_function
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*/
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*/
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struct gl_shader_info
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struct gl_shader_info
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{
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{
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bool PostDepthCoverage;
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bool InnerCoverage;
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bool InnerCoverage;
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struct {
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struct {
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@@ -2430,6 +2429,8 @@ struct gl_shader
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bool redeclares_gl_fragcoord;
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bool redeclares_gl_fragcoord;
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bool uses_gl_fragcoord;
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bool uses_gl_fragcoord;
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bool PostDepthCoverage;
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/**
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/**
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* Fragment shader state from GLSL 1.50 layout qualifiers.
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* Fragment shader state from GLSL 1.50 layout qualifiers.
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*/
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*/
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@@ -2233,7 +2233,6 @@ _mesa_copy_linked_program_data(const struct gl_shader_program *src,
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case MESA_SHADER_FRAGMENT: {
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case MESA_SHADER_FRAGMENT: {
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dst->info.fs.depth_layout = src->FragDepthLayout;
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dst->info.fs.depth_layout = src->FragDepthLayout;
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dst->info.fs.inner_coverage = dst_sh->info.InnerCoverage;
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dst->info.fs.inner_coverage = dst_sh->info.InnerCoverage;
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dst->info.fs.post_depth_coverage = dst_sh->info.PostDepthCoverage;
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break;
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break;
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}
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}
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case MESA_SHADER_COMPUTE: {
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case MESA_SHADER_COMPUTE: {
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