* each of these objects that matches one of the outputs of the
* producer.
*
- * \param gs_input_vertices: if \c consumer is a geometry shader, this is the
- * number of input vertices it accepts. Otherwise zero.
- *
* When num_tfeedback_decls is nonzero, it is permissible for the consumer to
* be NULL. In this case, varying locations are assigned solely based on the
* requirements of transform feedback.
struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer,
unsigned num_tfeedback_decls,
- tfeedback_decl *tfeedback_decls,
- unsigned gs_input_vertices)
+ tfeedback_decl *tfeedback_decls)
{
varying_matches matches(ctx->Const.DisableVaryingPacking,
consumer && consumer->Stage == MESA_SHADER_FRAGMENT);
NULL,
};
+ unsigned consumer_vertices = 0;
+ if (consumer && consumer->Stage == MESA_SHADER_GEOMETRY)
+ consumer_vertices = prog->Geom.VerticesIn;
+
/* Operate in a total of four passes.
*
* 1. Sort inputs / outputs into a canonical order. This is necessary so
}
if (consumer) {
lower_packed_varyings(mem_ctx, slots_used, ir_var_shader_in,
- gs_input_vertices, consumer);
+ consumer_vertices, consumer);
}
}
struct gl_shader_program *prog,
gl_shader *producer, gl_shader *consumer,
unsigned num_tfeedback_decls,
- tfeedback_decl *tfeedback_decls,
- unsigned gs_input_vertices);
+ tfeedback_decl *tfeedback_decls);
bool
check_against_output_limit(struct gl_context *ctx,
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
NULL, prog->_LinkedShaders[first],
- num_tfeedback_decls, tfeedback_decls,
- prog->Geom.VerticesIn))
+ num_tfeedback_decls, tfeedback_decls))
goto done;
}
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
sh, NULL,
- num_tfeedback_decls, tfeedback_decls,
- 0))
+ num_tfeedback_decls, tfeedback_decls))
goto done;
}
NULL /* producer */,
sh /* consumer */,
0 /* num_tfeedback_decls */,
- NULL /* tfeedback_decls */,
- 0 /* gs_input_vertices */))
+ NULL /* tfeedback_decls */))
goto done;
} else
demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
gl_shader *const sh_i = prog->_LinkedShaders[i];
gl_shader *const sh_next = prog->_LinkedShaders[next];
- unsigned gs_input_vertices =
- next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0;
if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls, gs_input_vertices))
+ tfeedback_decls))
goto done;
do_dead_builtin_varyings(ctx, sh_i, sh_next,