glsl: use bitmask of active xfb buffer indices
authorTimothy Arceri <timothy.arceri@collabora.com>
Thu, 3 Mar 2016 02:20:01 +0000 (13:20 +1100)
committerTimothy Arceri <timothy.arceri@collabora.com>
Thu, 31 Mar 2016 01:51:47 +0000 (12:51 +1100)
commit258299d87ad932246ae8b1aa979b4a1a398db155
treeb175213a10094353a7f7a2dfe60837b624df99dd
parent99cb5151ed2203842922027fe80512248abad914
glsl: use bitmask of active xfb buffer indices

This allows us to print the correct binding point when not all
buffers declared in the shader are bound.

For example if we use a single buffer:

layout(xfb_buffer=2, offset=0) out vec4 v;

We now print '2' when the buffer is not bound rather than '0'.

Reviewed-by: Dave Airlie <airlied@redhat.com>
src/compiler/glsl/link_varyings.cpp
src/mesa/drivers/dri/i965/gen6_sol.c
src/mesa/main/mtypes.h
src/mesa/main/transformfeedback.c
src/mesa/main/transformfeedback.h