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compiler: add input primative field for gs in shader info
authorTimothy Arceri <timothy.arceri@collabora.com>
Thu, 13 Oct 2016 04:16:49 +0000 (15:16 +1100)
committerTimothy Arceri <timothy.arceri@collabora.com>
Wed, 26 Oct 2016 03:29:36 +0000 (14:29 +1100)
And copy the value from GLSL.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
src/compiler/shader_info.c
src/compiler/shader_info.h

index 2da9757..fc4484a 100644 (file)
@@ -43,6 +43,7 @@ copy_shader_info(const struct gl_shader_program *shader_prog,
    case MESA_SHADER_GEOMETRY:
       info->gs.vertices_in = shader_prog->Geom.VerticesIn;
       info->gs.output_primitive = sh->info.Geom.OutputType;
+      info->gs.input_primitive = sh->info.Geom.InputType;
       info->gs.vertices_out = sh->info.Geom.VerticesOut;
       info->gs.invocations = sh->info.Geom.Invocations;
       info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
index 5eae8f1..a44fcac 100644 (file)
@@ -82,6 +82,9 @@ typedef struct shader_info {
          /** The output primitive type (GL enum value) */
          unsigned output_primitive;
 
+         /** The input primitive type (GL enum value) */
+         unsigned input_primitive;
+
          /** The maximum number of vertices the geometry shader might write. */
          unsigned vertices_out;