There is no reason for this to be in the shared gl_shader_info or
to copy it to gl_program at the end of linking (its already there).
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
state->ARB_fragment_coord_conventions_enable;
shader->EarlyFragmentTests = state->fs_early_fragment_tests;
shader->info.InnerCoverage = state->fs_inner_coverage;
- shader->info.PostDepthCoverage = state->fs_post_depth_coverage;
+ shader->PostDepthCoverage = state->fs_post_depth_coverage;
shader->BlendSupport = state->fs_blend_support;
break;
linked_shader->info.InnerCoverage |=
shader->info.InnerCoverage;
linked_shader->Program->info.fs.post_depth_coverage |=
- shader->info.PostDepthCoverage;
+ shader->PostDepthCoverage;
linked_shader->Program->sh.fs.BlendSupport |= shader->BlendSupport;
}
*/
struct gl_shader_info
{
- bool PostDepthCoverage;
bool InnerCoverage;
struct {
bool redeclares_gl_fragcoord;
bool uses_gl_fragcoord;
+ bool PostDepthCoverage;
+
/**
* Fragment shader state from GLSL 1.50 layout qualifiers.
*/
case MESA_SHADER_FRAGMENT: {
dst->info.fs.depth_layout = src->FragDepthLayout;
dst->info.fs.inner_coverage = dst_sh->info.InnerCoverage;
- dst->info.fs.post_depth_coverage = dst_sh->info.PostDepthCoverage;
break;
}
case MESA_SHADER_COMPUTE: {