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authorKenneth Graunke <[email protected]>2016-11-22 14:43:57 -0800
committerKenneth Graunke <[email protected]>2017-01-07 20:42:32 -0800
commit9bb89175e6487186389b69e8ee0b587d38ed8015 (patch)
treee1aa28ac935aac1f5d089ad88bd7b7f26f3d1207 /src/compiler
parentfaa1edeeb7bbe9321c79587e592dce812e8caa78 (diff)
compiler: Change shader_info->tes.vertex_order into a ccw boolean.
The vertex order is either clockwise or counterclockwise. We can just store a "ccw" boolean rather than GLenum values. I don't want to use GLenums in a Vulkan driver, and even in GL a simple boolean works fine. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]> Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/shader_info.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/compiler/shader_info.h b/src/compiler/shader_info.h
index 181f85febac..24b1291f2f5 100644
--- a/src/compiler/shader_info.h
+++ b/src/compiler/shader_info.h
@@ -150,7 +150,8 @@ typedef struct shader_info {
struct {
uint32_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
uint32_t spacing; /* GL_EQUAL, GL_FRACTIONAL_EVEN, GL_FRACTIONAL_ODD */
- uint32_t vertex_order; /* GL_CW or GL_CCW */
+ /** Is the vertex order counterclockwise? */
+ bool ccw;
bool point_mode;
} tes;
};