Also move out of the shared gl_shader_info.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
shader->ARB_fragment_coord_conventions_enable =
state->ARB_fragment_coord_conventions_enable;
shader->EarlyFragmentTests = state->fs_early_fragment_tests;
- shader->info.InnerCoverage = state->fs_inner_coverage;
+ shader->InnerCoverage = state->fs_inner_coverage;
shader->PostDepthCoverage = state->fs_post_depth_coverage;
shader->BlendSupport = state->fs_blend_support;
break;
linked_shader->Program->info.fs.early_fragment_tests |=
shader->EarlyFragmentTests;
- linked_shader->info.InnerCoverage |=
- shader->info.InnerCoverage;
+ linked_shader->Program->info.fs.inner_coverage |= shader->InnerCoverage;
linked_shader->Program->info.fs.post_depth_coverage |=
shader->PostDepthCoverage;
*/
struct gl_shader_info
{
- bool InnerCoverage;
-
struct {
/** Global xfb_stride out qualifier if any */
GLuint BufferStride[MAX_FEEDBACK_BUFFERS];
bool uses_gl_fragcoord;
bool PostDepthCoverage;
+ bool InnerCoverage;
/**
* 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;
break;
}
case MESA_SHADER_COMPUTE: {