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authorBryan Cain <[email protected]>2013-02-15 09:30:51 -0600
committerPaul Berry <[email protected]>2013-10-08 12:44:21 -0700
commit8f758b0b92f6105c9615740096fa1206befe343b (patch)
treeb150e09e6565fbe94cb972ff718bad1db5cf2f33 /Makefile.am
parentc09adcb21bd2c3993f1e8a4997d718d9fee89e6d (diff)
glsl/gs: handle gl_ClipDistance geometry input in lower_clip_distance.
This corresponds to the lowering of gl_ClipDistance to gl_ClipDistanceMESA for vertex and geometry shader outputs. Since this lowering pass occurs after lower_named_interface blocks, it deals with 2D arrays (gl_ClipDistance[vertex][clip_plane]) rather than 1D arrays in an interface block (gl_in[vertex].gl_ClipDistance[clip_plane]). v2 (Paul Berry <[email protected]>): Fix indexing order for gl_ClipDistance input lowering. Properly lower bulk assignment of gl_ClipDistance inputs. Rework for GLSL 1.50 style geometry shaders. Reviewed-by: Jordan Justen <[email protected]> v3 (Paul Berry <[email protected]>): Add comments and assertions to clarify that the 2D version of clip distance is only used for geometry shader inputs. Reviewed-by: Ian Romanick <[email protected]>
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