glsl: tidy up PostDepthCoverage shader field

There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Timothy Arceri
2016-12-20 09:39:00 +11:00
parent 3d41f4b990
commit 1f141eaef6
4 changed files with 4 additions and 4 deletions
+1 -1
View File
@@ -1816,7 +1816,7 @@ set_shader_inout_layout(struct gl_shader *shader,
state->ARB_fragment_coord_conventions_enable;
shader->EarlyFragmentTests = state->fs_early_fragment_tests;
shader->info.InnerCoverage = state->fs_inner_coverage;
shader->info.PostDepthCoverage = state->fs_post_depth_coverage;
shader->PostDepthCoverage = state->fs_post_depth_coverage;
shader->BlendSupport = state->fs_blend_support;
break;