compiler: Store the clip/cull distance array sizes in shader_info.
authorKenneth Graunke <kenneth@whitecape.org>
Tue, 4 Oct 2016 05:18:09 +0000 (22:18 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Sat, 19 Nov 2016 20:30:25 +0000 (12:30 -0800)
We switched from a boolean to array lengths in gl_program a while back.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
src/compiler/glsl/glsl_to_nir.cpp
src/compiler/shader_info.h
src/mesa/program/prog_to_nir.c

index e1b8cea..90fdd69 100644 (file)
@@ -150,8 +150,8 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
    shader->info->num_textures = util_last_bit(sh->Program->SamplersUsed);
    shader->info->num_ubos = sh->NumUniformBlocks;
    shader->info->num_ssbos = sh->NumShaderStorageBlocks;
-   shader->info->uses_clip_distance_out =
-      sh->Program->ClipDistanceArraySize != 0;
+   shader->info->clip_distance_array_size = sh->Program->ClipDistanceArraySize;
+   shader->info->cull_distance_array_size = sh->Program->CullDistanceArraySize;
    shader->info->separate_shader = shader_prog->SeparateShader;
    shader->info->has_transform_feedback_varyings =
       shader_prog->TransformFeedback.NumVarying > 0;
index f0dfecc..7ea5d9c 100644 (file)
@@ -67,8 +67,11 @@ typedef struct shader_info {
    /* Whether or not this shader ever uses textureGather() */
    bool uses_texture_gather;
 
-   /* Whether or not this shader uses the gl_ClipDistance output */
-   bool uses_clip_distance_out;
+   /* The size of the gl_ClipDistance[] array, if declared. */
+   unsigned clip_distance_array_size;
+
+   /* The size of the gl_CullDistance[] array, if declared. */
+   unsigned cull_distance_array_size;
 
    /* Whether or not separate shader objects were used */
    bool separate_shader;
index f4eb8b6..2707a07 100644 (file)
@@ -1054,7 +1054,8 @@ prog_to_nir(const struct gl_program *prog,
    s->info->num_ssbos = 0;
    s->info->num_images = 0;
    s->info->uses_texture_gather = false;
-   s->info->uses_clip_distance_out = false;
+   s->info->clip_distance_array_size = 0;
+   s->info->cull_distance_array_size = 0;
    s->info->separate_shader = false;
 
 fail: