diff options
author | Kenneth Graunke <[email protected]> | 2016-11-22 14:43:57 -0800 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2017-01-07 20:42:32 -0800 |
commit | 9bb89175e6487186389b69e8ee0b587d38ed8015 (patch) | |
tree | e1aa28ac935aac1f5d089ad88bd7b7f26f3d1207 /src/mesa/main | |
parent | faa1edeeb7bbe9321c79587e592dce812e8caa78 (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/mesa/main')
-rw-r--r-- | src/mesa/main/shaderapi.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/mesa/main/shaderapi.c b/src/mesa/main/shaderapi.c index 571b35be58b..f198a3c6302 100644 --- a/src/mesa/main/shaderapi.c +++ b/src/mesa/main/shaderapi.c @@ -2176,7 +2176,7 @@ _mesa_copy_linked_program_data(const struct gl_shader_program *src, case MESA_SHADER_TESS_EVAL: { dst->info.tes.primitive_mode = dst_sh->info.TessEval.PrimitiveMode; dst->info.tes.spacing = dst_sh->info.TessEval.Spacing; - dst->info.tes.vertex_order = dst_sh->info.TessEval.VertexOrder; + dst->info.tes.ccw = dst_sh->info.TessEval.VertexOrder == GL_CCW; dst->info.tes.point_mode = dst_sh->info.TessEval.PointMode; dst->ClipDistanceArraySize = src->TessEval.ClipDistanceArraySize; dst->CullDistanceArraySize = src->TessEval.CullDistanceArraySize; |