* varyings, but excludes variables such as gl_FrontFacing and gl_FragCoord.
*/
static bool
-is_varying_var(gl_shader_stage stage, const ir_variable *var)
+var_counts_against_varying_limit(gl_shader_stage stage, const ir_variable *var)
{
/* Only fragment shaders will take a varying variable as an input */
if (stage == MESA_SHADER_FRAGMENT &&
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var && var->data.mode == ir_var_shader_out &&
- is_varying_var(producer->Stage, var)) {
+ var_counts_against_varying_limit(producer->Stage, var)) {
output_vectors += var->type->count_attribute_slots();
}
}
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if (var && var->data.mode == ir_var_shader_in &&
- is_varying_var(consumer->Stage, var)) {
+ var_counts_against_varying_limit(consumer->Stage, var)) {
input_vectors += var->type->count_attribute_slots();
}
}