From 9bb89175e6487186389b69e8ee0b587d38ed8015 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Tue, 22 Nov 2016 14:43:57 -0800 Subject: 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 Reviewed-by: Timothy Arceri Reviewed-by: Jason Ekstrand --- src/mesa/main/shaderapi.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/mesa/main/shaderapi.c') 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; -- cgit v1.2.3