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authorTimothy Arceri <[email protected]>2016-06-22 12:41:27 +1000
committerTimothy Arceri <[email protected]>2016-06-23 11:01:36 +1000
commit24b3be093870a9a77325ac33c8fce97fae143e8e (patch)
tree6686078dd64c5b63512cb875c7c593d7215c8eb8 /src/compiler/glsl
parentf3ae370a36c2103ce994865f5c3713377a9d0ae9 (diff)
glsl/mesa: stop duplicating tes layout values
We already store this in gl_shader and gl_program here we remove it from gl_shader_program and just use the values from gl_shader. This will allow us to keep the shader cache restore code as simple as it can be while making it somewhat clearer where these values originate from. V2: remove unnecessary NULL check Reviewed-by: Marek Olšák <[email protected]> Reviewed-by: Iago Toral <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/linker.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 15481ffc75e..bf70f29039f 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -1886,19 +1886,15 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
"primitive modes.\n");
return;
}
- prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
if (linked_shader->TessEval.Spacing == 0)
linked_shader->TessEval.Spacing = GL_EQUAL;
- prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
if (linked_shader->TessEval.VertexOrder == 0)
linked_shader->TessEval.VertexOrder = GL_CCW;
- prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
if (linked_shader->TessEval.PointMode == -1)
linked_shader->TessEval.PointMode = GL_FALSE;
- prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
}