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authorDave Airlie <[email protected]>2015-12-09 16:06:46 +1000
committerTimothy Arceri <[email protected]>2015-12-19 11:59:49 +1100
commitd97b060e6f305ce4ad050881944404b920c86edf (patch)
tree5baec8bb4c9d990b311ae84d2f15dd4d6848c51f /src/glsl/ir_set_program_inouts.cpp
parent9fbcd8e8475e249c7f76b6d63b3a48b8684cb1ff (diff)
glsl/fp64: add helper for dual slot double detection.
The old function didn't work for matrices, and we need this in other places to fix some other problems, so move to a helper in glsl type and fix the one user so far. A dual slot double is one that has 3 or 4 components in it's base type. Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Oded Gabbay <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/glsl/ir_set_program_inouts.cpp')
-rw-r--r--src/glsl/ir_set_program_inouts.cpp10
1 files changed, 1 insertions, 9 deletions
diff --git a/src/glsl/ir_set_program_inouts.cpp b/src/glsl/ir_set_program_inouts.cpp
index 70d754f3175..782f1b1ebc8 100644
--- a/src/glsl/ir_set_program_inouts.cpp
+++ b/src/glsl/ir_set_program_inouts.cpp
@@ -81,13 +81,6 @@ is_shader_inout(ir_variable *var)
var->data.mode == ir_var_system_value;
}
-static inline bool
-is_dual_slot(ir_variable *var)
-{
- const glsl_type *type = var->type->without_array();
- return type == glsl_type::dvec4_type || type == glsl_type::dvec3_type;
-}
-
static void
mark(struct gl_program *prog, ir_variable *var, int offset, int len,
gl_shader_stage stage)
@@ -101,7 +94,6 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
*/
for (int i = 0; i < len; i++) {
- bool dual_slot = is_dual_slot(var);
int idx = var->data.location + var->data.index + offset + i;
bool is_patch_generic = var->data.patch &&
idx != VARYING_SLOT_TESS_LEVEL_INNER &&
@@ -123,7 +115,7 @@ mark(struct gl_program *prog, ir_variable *var, int offset, int len,
else
prog->InputsRead |= bitfield;
- if (dual_slot)
+ if (var->type->without_array()->is_dual_slot_double())
prog->DoubleInputsRead |= bitfield;
if (stage == MESA_SHADER_FRAGMENT) {
gl_fragment_program *fprog = (gl_fragment_program *) prog;