GL uses this for adding clip distances to shaders that are missing them,
but the vulkan spec guarantees "A shader must write a single clip distance
for each enabled clip half-space"
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24657>
for (i = 0; i < info->io.cullDistances; ++i)
vs->vs.clip_mode |= 1 << ((info->io.clipDistances + i) * 4);
- if (info->io.genUserClip < 0)
- vs->vs.num_ucps = 8 + 1; /* prevent rebuilding */
-
vs->vs.layer_viewport_relative = info->io.layer_viewport_relative;
return 0;
uint32_t clip_mode; /* clip/cull selection */
uint8_t clip_enable; /* mask of defined clip planes */
uint8_t cull_enable; /* mask of defined cull distances */
- uint8_t num_ucps; /* also set to max if ClipDistance is used */
uint8_t edgeflag; /* attribute index of edgeflag input */
bool need_vertex_id;
bool need_draw_parameters;