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>
This commit is contained in:
parent
37d63b50b1
commit
ad6d1d70ad
|
@ -3735,10 +3735,6 @@ add_shader_variable(const struct gl_context *ctx,
|
|||
bool use_implicit_location, int location,
|
||||
const glsl_type *outermost_struct_type = NULL)
|
||||
{
|
||||
const bool is_vertex_input =
|
||||
programInterface == GL_PROGRAM_INPUT &&
|
||||
stage_mask == MESA_SHADER_VERTEX;
|
||||
|
||||
switch (type->base_type) {
|
||||
case GLSL_TYPE_STRUCT: {
|
||||
/* The ARB_program_interface_query spec says:
|
||||
|
@ -3764,8 +3760,7 @@ add_shader_variable(const struct gl_context *ctx,
|
|||
outermost_struct_type))
|
||||
return false;
|
||||
|
||||
field_location +=
|
||||
field->type->count_attribute_slots(is_vertex_input);
|
||||
field_location += field->type->count_attribute_slots(false);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue