glsl/mesa: stop duplicating tes layout values
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 <marek.olsak@amd.com> Reviewed-by: Iago Toral <itoral@igalia.com>
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committed by
Timothy Arceri
parent
f3ae370a36
commit
24b3be0938
@@ -1886,19 +1886,15 @@ link_tes_in_layout_qualifiers(struct gl_shader_program *prog,
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"primitive modes.\n");
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return;
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}
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prog->TessEval.PrimitiveMode = linked_shader->TessEval.PrimitiveMode;
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if (linked_shader->TessEval.Spacing == 0)
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linked_shader->TessEval.Spacing = GL_EQUAL;
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prog->TessEval.Spacing = linked_shader->TessEval.Spacing;
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if (linked_shader->TessEval.VertexOrder == 0)
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linked_shader->TessEval.VertexOrder = GL_CCW;
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prog->TessEval.VertexOrder = linked_shader->TessEval.VertexOrder;
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if (linked_shader->TessEval.PointMode == -1)
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linked_shader->TessEval.PointMode = GL_FALSE;
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prog->TessEval.PointMode = linked_shader->TessEval.PointMode;
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}
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