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author | Roland Scheidegger <[email protected]> | 2015-12-11 23:14:30 +0100 |
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committer | Roland Scheidegger <[email protected]> | 2015-12-15 02:03:40 +0100 |
commit | 1b22815af624b93bcfebc8069598349e151bc67f (patch) | |
tree | fa4fde30a80b834888d2804629b0ff524a97bf2e /src/glsl/loop_analysis.cpp | |
parent | 9e3f2af3c3732bd618308ddeffb017966a4fc93e (diff) |
draw: don't pretend have_clipdist is per-vertex
This is just for code cleanup, conceptually the have_clipdist really
isn't per-vertex state, so don't put it there (just dependent on the
shader). Even though there wasn't really any overhead associated with
this, we shouldn't store random shader information in the vertex header.
Reviewed-by: Brian Paul <[email protected]
Reviewed-by: Jose Fonseca <[email protected]>
Diffstat (limited to 'src/glsl/loop_analysis.cpp')
0 files changed, 0 insertions, 0 deletions