glsl: Drop bogus is_vertex_input from add_shader_variable().
stage_mask is a bitmask of shader stages, so the proper comparison would be (1 << MESA_SHADER_VERTEX), not MESA_SHADER_VERTEX itself. But we only care for structure types, and VS inputs cannot be structs. So we can just drop this entirely. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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@@ -3735,10 +3735,6 @@ add_shader_variable(const struct gl_context *ctx,
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bool use_implicit_location, int location,
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bool use_implicit_location, int location,
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const glsl_type *outermost_struct_type = NULL)
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const glsl_type *outermost_struct_type = NULL)
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{
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{
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const bool is_vertex_input =
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programInterface == GL_PROGRAM_INPUT &&
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stage_mask == MESA_SHADER_VERTEX;
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switch (type->base_type) {
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switch (type->base_type) {
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case GLSL_TYPE_STRUCT: {
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case GLSL_TYPE_STRUCT: {
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/* The ARB_program_interface_query spec says:
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/* The ARB_program_interface_query spec says:
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@@ -3764,8 +3760,7 @@ add_shader_variable(const struct gl_context *ctx,
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outermost_struct_type))
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outermost_struct_type))
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return false;
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return false;
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field_location +=
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field_location += field->type->count_attribute_slots(false);
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field->type->count_attribute_slots(is_vertex_input);
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}
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}
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return true;
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return true;
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}
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}
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