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authorTimothy Arceri <[email protected]>2016-10-31 19:35:49 +1100
committerTimothy Arceri <[email protected]>2016-12-30 10:57:16 +1100
commitb51bfbdd85da83f08e671b8bf25fa1f9153924ed (patch)
treed1bc2c17e6aa4cfbec938768db00dc92662ab1bc /src/compiler/glsl/glsl_to_nir.cpp
parent41dd6c35396434be53581b59c4b477dd95e8b774 (diff)
glsl/mesa: set separate_shader directly in shader_info
Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/compiler/glsl/glsl_to_nir.cpp')
-rw-r--r--src/compiler/glsl/glsl_to_nir.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/compiler/glsl/glsl_to_nir.cpp b/src/compiler/glsl/glsl_to_nir.cpp
index fcaca9f8b6c..4127638d2af 100644
--- a/src/compiler/glsl/glsl_to_nir.cpp
+++ b/src/compiler/glsl/glsl_to_nir.cpp
@@ -154,7 +154,6 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
shader->info->num_ssbos = sh->NumShaderStorageBlocks;
shader->info->clip_distance_array_size = sh->Program->ClipDistanceArraySize;
shader->info->cull_distance_array_size = sh->Program->CullDistanceArraySize;
- shader->info->separate_shader = shader_prog->SeparateShader;
shader->info->has_transform_feedback_varyings =
shader_prog->TransformFeedback.NumVarying > 0;