assert(this->num_fields < ARRAY_SIZE(this->fields));
this->fields[this->num_fields].type = type;
this->fields[this->num_fields].name = name;
- this->fields[this->num_fields].row_major = false;
+ this->fields[this->num_fields].matrix_layout = GLSL_MATRIX_LAYOUT_INHERITED;
this->fields[this->num_fields].location = slot;
this->fields[this->num_fields].interpolation = INTERP_QUALIFIER_NONE;
this->fields[this->num_fields].centroid = 0;
&_mesa_builtin_uniform_desc[i];
const unsigned array_count = type->is_array() ? type->length : 1;
- uni->num_state_slots = array_count * statevar->num_elements;
ir_state_slot *slots =
- ralloc_array(uni, ir_state_slot, uni->num_state_slots);
-
- uni->state_slots = slots;
+ uni->allocate_state_slots(array_count * statevar->num_elements);
for (unsigned a = 0; a < array_count; a++) {
for (unsigned j = 0; j < statevar->num_elements; j++) {
add_const("gl_MaxCombinedImageUniforms",
state->Const.MaxCombinedImageUniforms);
}
+
+ if (state->is_version(410, 0) ||
+ state->ARB_viewport_array_enable)
+ add_const("gl_MaxViewports", state->Const.MaxViewports);
}
ir_variable *const var =
add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefARB");
if (state->ARB_shader_stencil_export_warn)
- var->warn_extension = "GL_ARB_shader_stencil_export";
+ var->enable_extension_warning("GL_ARB_shader_stencil_export");
}
if (state->AMD_shader_stencil_export_enable) {
ir_variable *const var =
add_output(FRAG_RESULT_STENCIL, int_t, "gl_FragStencilRefAMD");
if (state->AMD_shader_stencil_export_warn)
- var->warn_extension = "GL_AMD_shader_stencil_export";
+ var->enable_extension_warning("GL_AMD_shader_stencil_export");
}
if (state->ARB_sample_shading_enable) {