mesa/glsl: move origin_upper_left to gl_shader
This is only used by gl_linked_shader as a temp during linking so use a temp there instead. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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@ -1811,7 +1811,7 @@ set_shader_inout_layout(struct gl_shader *shader,
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shader->redeclares_gl_fragcoord = state->fs_redeclares_gl_fragcoord;
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shader->redeclares_gl_fragcoord = state->fs_redeclares_gl_fragcoord;
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shader->uses_gl_fragcoord = state->fs_uses_gl_fragcoord;
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shader->uses_gl_fragcoord = state->fs_uses_gl_fragcoord;
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shader->info.pixel_center_integer = state->fs_pixel_center_integer;
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shader->info.pixel_center_integer = state->fs_pixel_center_integer;
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shader->info.origin_upper_left = state->fs_origin_upper_left;
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shader->origin_upper_left = state->fs_origin_upper_left;
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shader->ARB_fragment_coord_conventions_enable =
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shader->ARB_fragment_coord_conventions_enable =
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state->ARB_fragment_coord_conventions_enable;
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state->ARB_fragment_coord_conventions_enable;
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shader->EarlyFragmentTests = state->fs_early_fragment_tests;
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shader->EarlyFragmentTests = state->fs_early_fragment_tests;
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@ -1828,7 +1828,7 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
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{
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{
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bool redeclares_gl_fragcoord = false;
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bool redeclares_gl_fragcoord = false;
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bool uses_gl_fragcoord = false;
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bool uses_gl_fragcoord = false;
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linked_shader->info.origin_upper_left = false;
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bool origin_upper_left = false;
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linked_shader->info.pixel_center_integer = false;
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linked_shader->info.pixel_center_integer = false;
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if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
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if (linked_shader->Stage != MESA_SHADER_FRAGMENT ||
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@ -1858,8 +1858,7 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
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* single program must have the same set of qualifiers."
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* single program must have the same set of qualifiers."
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*/
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*/
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if (redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord &&
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if (redeclares_gl_fragcoord && shader->redeclares_gl_fragcoord &&
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(shader->info.origin_upper_left !=
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(shader->origin_upper_left != origin_upper_left ||
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linked_shader->info.origin_upper_left ||
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shader->info.pixel_center_integer !=
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shader->info.pixel_center_integer !=
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linked_shader->info.pixel_center_integer)) {
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linked_shader->info.pixel_center_integer)) {
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linker_error(prog, "fragment shader defined with conflicting "
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linker_error(prog, "fragment shader defined with conflicting "
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@ -1874,8 +1873,7 @@ link_fs_inout_layout_qualifiers(struct gl_shader_program *prog,
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if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
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if (shader->redeclares_gl_fragcoord || shader->uses_gl_fragcoord) {
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redeclares_gl_fragcoord = shader->redeclares_gl_fragcoord;
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redeclares_gl_fragcoord = shader->redeclares_gl_fragcoord;
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uses_gl_fragcoord |= shader->uses_gl_fragcoord;
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uses_gl_fragcoord |= shader->uses_gl_fragcoord;
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linked_shader->info.origin_upper_left =
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origin_upper_left = shader->origin_upper_left;
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shader->info.origin_upper_left;
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linked_shader->info.pixel_center_integer =
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linked_shader->info.pixel_center_integer =
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shader->info.pixel_center_integer;
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shader->info.pixel_center_integer;
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}
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}
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@ -2245,10 +2245,6 @@ struct gl_shader_info
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bool PostDepthCoverage;
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bool PostDepthCoverage;
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bool InnerCoverage;
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bool InnerCoverage;
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/**
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* Fragment shader state from GLSL 1.50 layout qualifiers.
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*/
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bool origin_upper_left;
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bool pixel_center_integer;
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bool pixel_center_integer;
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struct {
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struct {
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@ -2436,6 +2432,11 @@ struct gl_shader
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bool redeclares_gl_fragcoord;
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bool redeclares_gl_fragcoord;
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bool uses_gl_fragcoord;
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bool uses_gl_fragcoord;
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/**
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* Fragment shader state from GLSL 1.50 layout qualifiers.
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*/
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bool origin_upper_left;
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struct gl_shader_info info;
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struct gl_shader_info info;
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};
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};
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