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authorTimothy Arceri <timothy.arceri@collabora.com>2016-06-22 12:41:28 +1000
committerTimothy Arceri <t_arceri@yahoo.com.au>2016-06-23 11:01:46 +1000
commitab99196b6bc5b0170db20db6cc3837ce7642d22a (patch)
tree0e37f19fba45438d45cad609ab4b940b0ab6b997 /src/mesa/main/shaderobj.c
parent24b3be093870a9a77325ac33c8fce97fae143e8e (diff)
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glsl/mesa: stop duplicating geom and tcs layout values
We already store these 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. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
Diffstat (limited to 'src/mesa/main/shaderobj.c')
-rw-r--r--src/mesa/main/shaderobj.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index 8283555..f3d5c2e 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -92,6 +92,9 @@ void
_mesa_init_shader(struct gl_context *ctx, struct gl_shader *shader)
{
shader->RefCount = 1;
+ shader->Geom.VerticesOut = -1;
+ shader->Geom.InputType = GL_TRIANGLES;
+ shader->Geom.OutputType = GL_TRIANGLE_STRIP;
}
/**
@@ -230,9 +233,6 @@ init_shader_program(struct gl_shader_program *prog)
prog->FragDataBindings = string_to_uint_map_ctor();
prog->FragDataIndexBindings = string_to_uint_map_ctor();
- prog->Geom.VerticesOut = -1;
- prog->Geom.InputType = GL_TRIANGLES;
- prog->Geom.OutputType = GL_TRIANGLE_STRIP;
prog->Geom.UsesEndPrimitive = false;
prog->Geom.UsesStreams = false;