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authorPaul Berry <stereotype441@gmail.com>2014-01-07 08:56:57 -0800
committerPaul Berry <stereotype441@gmail.com>2014-01-21 20:24:59 -0800
commitcd18ba1c7aba66f2dd7cdbe2cf3b4a803c241d10 (patch)
tree202a43882e0011465d31aa063d2e8b3dcafd1bbf /src/mesa/drivers/dri/i965/gen6_vs_state.c
parent4a91675b262c8150c1542991e1018e924c72f337 (diff)
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glsl/linker: Refactor in preparation for adding more shader stages.
Rather than maintain separately named arrays and counts for vertex, geometry, and fragment shaders, just maintain these as arrays indexed by the gl_shader_type enum. v2: When there is neither a vertex nor a geometry shader, set prog->LastClipDistanceArraySize = 0, and clarify that the values is not used. Reviewed-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Brian Paul <brianp@vmware.com>
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