glsl: use last_vert_prog to get last {clip,cull}_distance_array_size

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri
2016-11-20 22:23:17 +11:00
parent fc707f570f
commit 64e201ab8f
3 changed files with 4 additions and 23 deletions

View File

@@ -745,10 +745,12 @@ tfeedback_decl::assign_location(struct gl_context *ctx,
unsigned actual_array_size;
switch (this->lowered_builtin_array_variable) {
case clip_distance:
actual_array_size = prog->LastClipDistanceArraySize;
actual_array_size = prog->last_vert_prog ?
prog->last_vert_prog->info.clip_distance_array_size : 0;
break;
case cull_distance:
actual_array_size = prog->LastCullDistanceArraySize;
actual_array_size = prog->last_vert_prog ?
prog->last_vert_prog->info.cull_distance_array_size : 0;
break;
case tess_level_outer:
actual_array_size = 4;

View File

@@ -4775,20 +4775,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
if (num_shaders[MESA_SHADER_GEOMETRY] > 0) {
prog->LastClipDistanceArraySize = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->info.clip_distance_array_size;
prog->LastCullDistanceArraySize = prog->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->info.cull_distance_array_size;
} else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0) {
prog->LastClipDistanceArraySize = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program->info.clip_distance_array_size;
prog->LastCullDistanceArraySize = prog->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program->info.cull_distance_array_size;
} else if (num_shaders[MESA_SHADER_VERTEX] > 0) {
prog->LastClipDistanceArraySize = prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program->info.clip_distance_array_size;
prog->LastCullDistanceArraySize = prog->_LinkedShaders[MESA_SHADER_VERTEX]->Program->info.cull_distance_array_size;
} else {
prog->LastClipDistanceArraySize = 0; /* Not used */
prog->LastCullDistanceArraySize = 0; /* Not used */
}
/* Here begins the inter-stage linking phase. Some initial validation is
* performed, then locations are assigned for uniforms, attributes, and
* varyings.