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:
Timothy Arceri 2016-10-13 15:16:49 +11:00
parent 67c2d80a83
commit b99ecaf872
2 changed files with 4 additions and 0 deletions

View File

@ -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;

View File

@ -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;