diff options
author | Dave Airlie <airlied@redhat.com> | 2015-12-09 16:06:45 +1000 |
---|---|---|
committer | Timothy Arceri <timothy.arceri@collabora.com> | 2015-12-19 11:59:42 +1100 |
commit | 9fbcd8e8475e249c7f76b6d63b3a48b8684cb1ff (patch) | |
tree | 26132d8b28f340d99069a170a31237ea70d6d2ef /src | |
parent | b201a6ed9f6001ceaa1fc2eaf8a409b044ec97a3 (diff) |
glsl: pass stage into mark function
Don't use a bool here, as for some 64-bit fixes we need
the stage.
Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Oded Gabbay <oded.gabbay@gmail.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/ir_set_program_inouts.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/glsl/ir_set_program_inouts.cpp b/src/glsl/ir_set_program_inouts.cpp index d7c29b00f8..70d754f317 100644 --- a/src/glsl/ir_set_program_inouts.cpp +++ b/src/glsl/ir_set_program_inouts.cpp @@ -90,7 +90,7 @@ is_dual_slot(ir_variable *var) static void mark(struct gl_program *prog, ir_variable *var, int offset, int len, - bool is_fragment_shader) + gl_shader_stage stage) { /* As of GLSL 1.20, varyings can only be floats, floating-point * vectors or matrices, or arrays of them. For Mesa programs using @@ -125,7 +125,7 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len, if (dual_slot) prog->DoubleInputsRead |= bitfield; - if (is_fragment_shader) { + if (stage == MESA_SHADER_FRAGMENT) { gl_fragment_program *fprog = (gl_fragment_program *) prog; fprog->InterpQualifier[idx] = (glsl_interp_qualifier) var->data.interpolation; @@ -178,7 +178,7 @@ ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var) } mark(this->prog, var, 0, type->count_attribute_slots(), - this->shader_stage == MESA_SHADER_FRAGMENT); + this->shader_stage); } /* Default handler: Mark all the locations in the variable as used. */ @@ -302,7 +302,7 @@ ir_set_program_inouts_visitor::try_mark_partial_variable(ir_variable *var, } mark(this->prog, var, index_as_constant->value.u[0] * elem_width, - elem_width, this->shader_stage == MESA_SHADER_FRAGMENT); + elem_width, this->shader_stage); return true; } |