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>
This commit is contained in:
Timothy Arceri
2016-06-22 12:41:27 +10:00
committed by Timothy Arceri
parent f3ae370a36
commit 24b3be0938
4 changed files with 28 additions and 28 deletions
-4
View File
@@ -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;
}