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authorIan Romanick <[email protected]>2013-10-04 10:46:29 -0700
committerIan Romanick <[email protected]>2013-10-22 15:23:30 -0700
commit63974c0f5b26e369a790505af6820d4bbcf451b2 (patch)
tree227b453fc6e459d5cb04ae6a5baad96c5454134f /bin
parent1eee0a9f016a1049869f4677f5919186ee3785a2 (diff)
glsl: Simplify the interface to link_invalidate_variable_locations
The unit tests added in the previous commits prove some things about the state of some internal data structures. The most important of these is that all built-in input and output variables have explicit_location set. This means that link_invalidate_variable_locations doesn't need to know the range of non-generic shader inputs or outputs. It can simply reset location state depending on whether explicit_location is set. There are two additional assumptions that were already implicit in the code that comments now document. - ir_variable::is_unmatched_generic_inout is only used by the linker when connecting outputs from one shader stage to inputs of another shader stage. - Any varying that has explicit_location set must be a built-in. This will be true until GL_ARB_separate_shader_objects is supported. As a result, the input_base and output_base parameters to link_invalidate_variable_locations are no longer necessary, and the code for resetting locations and setting is_unmatched_generic_inout can be simplified. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Paul Berry <[email protected]>
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