From 24b3be093870a9a77325ac33c8fce97fae143e8e Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Wed, 22 Jun 2016 12:41:27 +1000 Subject: glsl/mesa: stop duplicating tes layout values MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit We already store this in gl_shader and gl_program here we remove it from gl_shader_program and just use the values from gl_shader. This will allow us to keep the shader cache restore code as simple as it can be while making it somewhat clearer where these values originate from. V2: remove unnecessary NULL check Reviewed-by: Marek Olšák Reviewed-by: Iago Toral --- src/compiler/glsl/linker.cpp | 4 ---- 1 file changed, 4 deletions(-) (limited to 'src/compiler') diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 15481ffc75e..bf70f29039f 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -1886,19 +1886,15 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog, "primitive modes.\n"); return; } - prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode; if (linked_shader->TessEval.Spacing == 0) linked_shader->TessEval.Spacing = GL_EQUAL; - prog->TessEval.Spacing = linked_shader->TessEval.Spacing; if (linked_shader->TessEval.VertexOrder == 0) linked_shader->TessEval.VertexOrder = GL_CCW; - prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder; if (linked_shader->TessEval.PointMode == -1) linked_shader->TessEval.PointMode = GL_FALSE; - prog->TessEval.PointMode = linked_shader->TessEval.PointMode; } -- cgit v1.2.3