compiler: add input primative field for gs in shader info
And copy the value from GLSL. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
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@@ -43,6 +43,7 @@ copy_shader_info(const struct gl_shader_program *shader_prog,
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case MESA_SHADER_GEOMETRY:
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info->gs.vertices_in = shader_prog->Geom.VerticesIn;
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info->gs.output_primitive = sh->info.Geom.OutputType;
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info->gs.input_primitive = sh->info.Geom.InputType;
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info->gs.vertices_out = sh->info.Geom.VerticesOut;
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info->gs.invocations = sh->info.Geom.Invocations;
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info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
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@@ -82,6 +82,9 @@ typedef struct shader_info {
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/** The output primitive type (GL enum value) */
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unsigned output_primitive;
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/** The input primitive type (GL enum value) */
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unsigned input_primitive;
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/** The maximum number of vertices the geometry shader might write. */
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unsigned vertices_out;
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