glsl: analyze TES usage of gl_ClipDistance

Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Chris Forbes
2014-09-09 19:25:02 +12:00
committed by Marek Olšák
parent 0e94f350ee
commit df16e0dd63
3 changed files with 27 additions and 0 deletions
+19
View File
@@ -666,6 +666,17 @@ validate_vertex_shader_executable(struct gl_shader_program *prog,
&prog->Vert.ClipDistanceArraySize);
}
void
validate_tess_eval_shader_executable(struct gl_shader_program *prog,
struct gl_shader *shader)
{
if (shader == NULL)
return;
analyze_clip_usage(prog, shader, &prog->TessEval.UsesClipDistance,
&prog->TessEval.ClipDistanceArraySize);
}
/**
* Verify that a fragment shader executable meets all semantic requirements
@@ -3215,6 +3226,12 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
case MESA_SHADER_VERTEX:
validate_vertex_shader_executable(prog, sh);
break;
case MESA_SHADER_TESS_CTRL:
/* nothing to be done */
break;
case MESA_SHADER_TESS_EVAL:
validate_tess_eval_shader_executable(prog, sh);
break;
case MESA_SHADER_GEOMETRY:
validate_geometry_shader_executable(prog, sh);
break;
@@ -3234,6 +3251,8 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
if (num_shaders[MESA_SHADER_GEOMETRY] > 0)
prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
else if (num_shaders[MESA_SHADER_TESS_EVAL] > 0)
prog->LastClipDistanceArraySize = prog->TessEval.ClipDistanceArraySize;
else if (num_shaders[MESA_SHADER_VERTEX] > 0)
prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
else
+7
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@@ -2781,6 +2781,13 @@ struct gl_shader_program
/** GL_CW or GL_CCW */
GLenum VertexOrder;
bool PointMode;
/**
* True if gl_ClipDistance is written to. Copied into
* gl_tess_eval_program by _mesa_copy_linked_program_data().
*/
GLboolean UsesClipDistance;
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
} TessEval;
/**
+1
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@@ -2057,6 +2057,7 @@ _mesa_copy_linked_program_data(gl_shader_stage type,
dst_tep->Spacing = src->TessEval.Spacing;
dst_tep->VertexOrder = src->TessEval.VertexOrder;
dst_tep->PointMode = src->TessEval.PointMode;
dst->UsesClipDistanceOut = src->TessEval.UsesClipDistance;
break;
}
case MESA_SHADER_GEOMETRY: {