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authorChris Forbes <[email protected]>2014-05-09 11:28:49 +1200
committerChris Forbes <[email protected]>2014-05-10 09:29:13 +1200
commit417f5ea00d9dc265817024f10906dccfbf76cb04 (patch)
tree8f20a5c877f64b43ab2ad739dc34596ada282173 /src/glsl
parent9584959123b0453cf5313722357e3abb9f736aa7 (diff)
glsl: Rename linker's is_varying_var
Both the ast->IR and linker have functions with this name, but different behavior. Rename the linker's version to var_counts_against_varying_limit to be closer to what it is actually used for. Suggested by Ian a while back. Signed-off-by: Chris Forbes <[email protected]> Reviewed-by: Anuj Phogat <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/link_varyings.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/glsl/link_varyings.cpp b/src/glsl/link_varyings.cpp
index ac38a2f31e2..71998dfa982 100644
--- a/src/glsl/link_varyings.cpp
+++ b/src/glsl/link_varyings.cpp
@@ -992,7 +992,7 @@ varying_matches::match_comparator(const void *x_generic, const void *y_generic)
* varyings, but excludes variables such as gl_FrontFacing and gl_FragCoord.
*/
static bool
-is_varying_var(gl_shader_stage stage, const ir_variable *var)
+var_counts_against_varying_limit(gl_shader_stage stage, const ir_variable *var)
{
/* Only fragment shaders will take a varying variable as an input */
if (stage == MESA_SHADER_FRAGMENT &&
@@ -1462,7 +1462,7 @@ check_against_output_limit(struct gl_context *ctx,
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var && var->data.mode == ir_var_shader_out &&
- is_varying_var(producer->Stage, var)) {
+ var_counts_against_varying_limit(producer->Stage, var)) {
output_vectors += var->type->count_attribute_slots();
}
}
@@ -1501,7 +1501,7 @@ check_against_input_limit(struct gl_context *ctx,
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var && var->data.mode == ir_var_shader_in &&
- is_varying_var(consumer->Stage, var)) {
+ var_counts_against_varying_limit(consumer->Stage, var)) {
input_vectors += var->type->count_attribute_slots();
}
}