glsl: Delete hack for VS system values.
authorKenneth Graunke <kenneth@whitecape.org>
Tue, 29 Mar 2016 19:11:55 +0000 (12:11 -0700)
committerKenneth Graunke <kenneth@whitecape.org>
Sat, 2 Apr 2016 04:58:25 +0000 (21:58 -0700)
This makes no sense.  If the stage being considered is the vertex
shader, then we'll add inputs and system values appropriately.

If we're not considering the vertex shader, then we absolutely should
not do anything with it.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
src/compiler/glsl/linker.cpp

index a8d9cf4ce2a3428c0f5d7e1ce04e48df5b13b0d3..0005d4965e1208033720979871eb56134b7c7295 100644 (file)
@@ -3541,10 +3541,6 @@ add_interface_variables(struct gl_shader_program *shProg,
              var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
              var->data.location != SYSTEM_VALUE_INSTANCE_ID)
             continue;
-         /* Mark special built-in inputs referenced by the vertex stage so
-          * that they are considered active by the shader queries.
-          */
-         stages = (1 << (MESA_SHADER_VERTEX));
          /* FALLTHROUGH */
       case ir_var_shader_in:
          if (programInterface != GL_PROGRAM_INPUT)