The shader info pass takes care of this now.
Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Dave Airlie <airlied@redhat.com>
length = ctx->num_output_clips + ctx->num_output_culls;
if (length > 4)
slot_inc = 2;
- output_usage_mask = (1 << length) - 1;
}
for (unsigned j = 0; j < length; j++) {
ctx->shader_info->info.tes.output_usage_mask[i];
}
- if (i == VARYING_SLOT_CLIP_DIST0) {
+ if (i == VARYING_SLOT_CLIP_DIST0)
length = ctx->num_output_clips + ctx->num_output_culls;
- output_usage_mask = (1 << length) - 1;
- }
param_index = shader_io_get_unique_index(i);