glsl: move variables in to ir_variable::data, part II
This patch moves following bitfields and variables to the data structure: explicit_location, explicit_index, explicit_binding, has_initializer, is_unmatched_generic_inout, location_frac, from_named_ifc_block_nonarray, from_named_ifc_block_array, depth_layout, location, index, binding, max_array_access, atomic Signed-off-by: Tapani Pälli <tapani.palli@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com>
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@@ -1579,21 +1579,21 @@ ir_swizzle::variable_referenced() const
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ir_variable::ir_variable(const struct glsl_type *type, const char *name,
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ir_variable_mode mode)
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: max_array_access(0), max_ifc_array_access(NULL), atomic()
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: max_ifc_array_access(NULL)
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{
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this->ir_type = ir_type_variable;
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this->type = type;
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this->name = ralloc_strdup(this, name);
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this->explicit_location = false;
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this->has_initializer = false;
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this->location = -1;
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this->location_frac = 0;
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this->data.explicit_location = false;
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this->data.has_initializer = false;
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this->data.location = -1;
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this->data.location_frac = 0;
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this->warn_extension = NULL;
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this->constant_value = NULL;
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this->constant_initializer = NULL;
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this->data.origin_upper_left = false;
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this->data.pixel_center_integer = false;
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this->depth_layout = ir_depth_layout_none;
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this->data.depth_layout = ir_depth_layout_none;
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this->data.used = false;
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this->data.read_only = false;
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this->data.centroid = false;
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@@ -1602,6 +1602,9 @@ ir_variable::ir_variable(const struct glsl_type *type, const char *name,
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this->data.how_declared = ir_var_declared_normally;
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this->data.mode = mode;
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this->data.interpolation = INTERP_QUALIFIER_NONE;
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this->data.max_array_access = 0;
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this->data.atomic.buffer_index = 0;
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this->data.atomic.offset = 0;
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if (type != NULL) {
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if (type->base_type == GLSL_TYPE_SAMPLER)
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@@ -1635,7 +1638,7 @@ ir_variable::determine_interpolation_mode(bool flat_shade)
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{
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if (this->data.interpolation != INTERP_QUALIFIER_NONE)
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return (glsl_interp_qualifier) this->data.interpolation;
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int location = this->location;
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int location = this->data.location;
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bool is_gl_Color =
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location == VARYING_SLOT_COL0 || location == VARYING_SLOT_COL1;
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if (flat_shade && is_gl_Color)
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