diff options
author | Timothy Arceri <[email protected]> | 2016-06-22 12:41:27 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2016-06-23 11:01:36 +1000 |
commit | 24b3be093870a9a77325ac33c8fce97fae143e8e (patch) | |
tree | 6686078dd64c5b63512cb875c7c593d7215c8eb8 /src/compiler | |
parent | f3ae370a36c2103ce994865f5c3713377a9d0ae9 (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')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 4 |
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; } |