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glsl: fix count_attribute_slots to allow for different 64-bit handling
authorDave Airlie <airlied@redhat.com>
Wed, 9 Dec 2015 06:06:48 +0000 (16:06 +1000)
committerTimothy Arceri <timothy.arceri@collabora.com>
Sat, 19 Dec 2015 01:00:00 +0000 (12:00 +1100)
commit5dc22cadb5ed4a7cf8c7d1cbaf7296c27e567e0f
treea965f38db52662b424e59ac47716d32ef4532b26
parent69ea66231e807eee8e6748caeeb72324036a8b6d
glsl: fix count_attribute_slots to allow for different 64-bit handling

So vertex shader input attributes are handled different than internal
varyings between shader stages, dvec3 and dvec4 only count as
one slot for vertex attributes, but for internal varyings, they
count as 2.

This patch comments all the uses of this API to clarify what we
pass in, except one which needs further investigation

Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
src/glsl/ir_set_program_inouts.cpp
src/glsl/link_varyings.cpp
src/glsl/linker.cpp
src/glsl/nir/glsl_types.cpp
src/glsl/nir/glsl_types.h