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authorPaul Berry <[email protected]>2013-06-11 14:11:05 -0700
committerPaul Berry <[email protected]>2013-08-23 11:02:15 -0700
commit44e07de3acb34152f68308f38c80c9885d8b2fcf (patch)
tree45f671671d3fb75649ad90fe4bbeb78659e92970 /src/mesa/main/imports.h
parentf0072e3c6b0bd46d8ebf7ac0a2cf1bf63dc370e8 (diff)
glsl: Refactor handling of gl_ClipDistance/gl_ClipVertex linkage rules for GS.
This patch extracts the following logic from validate_vertex_shader_executable(): (a) Generate an error if the shader writes to both gl_ClipDistance and gl_ClipVertex. (b) Record whether the shader writes to gl_ClipDistance in gl_shader_program for use by the back-end. (c) Record the size of gl_ClipDistance in gl_shader_program for use by transform feedback logic. And moves it into a function that is shared between vertex and geometry shaders. Strictly speaking we only need to have shared logic for (b) and (c) right now (since (a) only matters in compatibility contexts, and we're only implementing geometry shaders in core contexts right now). But the three are closely related enough that it seems sensible to keep them together. Reviewed-by: Kenneth Graunke <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]>
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