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:
Kenneth Graunke 2016-12-16 04:54:59 -08:00
parent 37d63b50b1
commit ad6d1d70ad
1 changed files with 1 additions and 6 deletions

View File

@ -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;
}