/* Vertex shaders can have inputs with holes between them. */
info->num_inputs = MAX2(info->num_inputs, reg + 1);
- if (semName == TGSI_SEMANTIC_PRIMID)
- info->uses_primid = TRUE;
- else if (procType == PIPE_SHADER_FRAGMENT) {
- if (semName == TGSI_SEMANTIC_POSITION)
- info->reads_position = TRUE;
- else if (semName == TGSI_SEMANTIC_FACE)
- info->uses_frontface = TRUE;
+ switch (semName) {
+ case TGSI_SEMANTIC_PRIMID:
+ info->uses_primid = true;
+ break;
+ case TGSI_SEMANTIC_POSITION:
+ info->reads_position = true;
+ break;
+ case TGSI_SEMANTIC_FACE:
+ info->uses_frontface = true;
+ break;
}
break;