compiler: add input primative field for gs in shader info
And copy the value from GLSL. Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
parent
67c2d80a83
commit
b99ecaf872
|
@ -43,6 +43,7 @@ copy_shader_info(const struct gl_shader_program *shader_prog,
|
|||
case MESA_SHADER_GEOMETRY:
|
||||
info->gs.vertices_in = shader_prog->Geom.VerticesIn;
|
||||
info->gs.output_primitive = sh->info.Geom.OutputType;
|
||||
info->gs.input_primitive = sh->info.Geom.InputType;
|
||||
info->gs.vertices_out = sh->info.Geom.VerticesOut;
|
||||
info->gs.invocations = sh->info.Geom.Invocations;
|
||||
info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
|
||||
|
|
|
@ -82,6 +82,9 @@ typedef struct shader_info {
|
|||
/** The output primitive type (GL enum value) */
|
||||
unsigned output_primitive;
|
||||
|
||||
/** The input primitive type (GL enum value) */
|
||||
unsigned input_primitive;
|
||||
|
||||
/** The maximum number of vertices the geometry shader might write. */
|
||||
unsigned vertices_out;
|
||||
|
||||
|
|
Loading…
Reference in New Issue