*/
static bool
-add_interface_variables(const struct gl_context *cts,
- struct gl_shader_program *prog,
- struct set *resource_set,
- unsigned stage, GLenum programInterface)
+add_vars_from_list(const struct gl_context *ctx,
+ struct gl_shader_program *prog, struct set *resource_set,
+ const struct exec_list *var_list, unsigned stage,
+ GLenum programInterface)
{
- const struct exec_list *var_list = NULL;
-
- struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
- if (!sh)
- return true;
-
- nir_shader *nir = sh->Program->nir;
- assert(nir);
-
- switch (programInterface) {
- case GL_PROGRAM_INPUT:
- var_list = &nir->inputs;
- break;
- case GL_PROGRAM_OUTPUT:
- var_list = &nir->outputs;
- break;
- default:
- assert("!Should not get here");
- break;
- }
-
nir_foreach_variable(var, var_list) {
if (var->data.how_declared == nir_var_hidden)
continue;
return true;
}
+static bool
+add_interface_variables(const struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ struct set *resource_set,
+ unsigned stage, GLenum programInterface)
+{
+ struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
+ if (!sh)
+ return true;
+
+ nir_shader *nir = sh->Program->nir;
+ assert(nir);
+
+ switch (programInterface) {
+ case GL_PROGRAM_INPUT: {
+ bool result = add_vars_from_list(ctx, prog, resource_set,
+ &nir->inputs, stage, programInterface);
+ result &= add_vars_from_list(ctx, prog, resource_set, &nir->system_values,
+ stage, programInterface);
+ return result;
+ }
+ case GL_PROGRAM_OUTPUT:
+ return add_vars_from_list(ctx, prog, resource_set, &nir->outputs, stage,
+ programInterface);
+ default:
+ assert("!Should not get here");
+ break;
+ }
+
+ return false;
+}
+
/* TODO: as we keep adding features, this method is becoming more and more
* similar to its GLSL counterpart at linker.cpp. Eventually it would be good
* to check if they could be refactored, and reduce code duplication somehow