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authorKenneth Graunke <[email protected]>2016-03-29 12:11:55 -0700
committerKenneth Graunke <[email protected]>2016-04-01 21:58:25 -0700
commit6e8b9d5bdd200a8e65cdefe1d2f97bacc5a2c63d (patch)
treefbec7ee5f53e4ed76a5766dabd099f316baf42f7 /src
parent47daf17da02f069b685e41f6f2b251bfafc0b9c5 (diff)
glsl: Delete hack for VS system values.
This makes no sense. If the stage being considered is the vertex shader, then we'll add inputs and system values appropriately. If we're not considering the vertex shader, then we absolutely should not do anything with it. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/compiler/glsl/linker.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index a8d9cf4ce2a..0005d4965e1 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3541,10 +3541,6 @@ add_interface_variables(struct gl_shader_program *shProg,
var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
var->data.location != SYSTEM_VALUE_INSTANCE_ID)
continue;
- /* Mark special built-in inputs referenced by the vertex stage so
- * that they are considered active by the shader queries.
- */
- stages = (1 << (MESA_SHADER_VERTEX));
/* FALLTHROUGH */
case ir_var_shader_in:
if (programInterface != GL_PROGRAM_INPUT)