compiler: add input primative field for gs in shader info
authorTimothy Arceri <timothy.arceri@collabora.com>
Thu, 13 Oct 2016 04:16:49 +0000 (15:16 +1100)
committerTimothy Arceri <timothy.arceri@collabora.com>
Wed, 26 Oct 2016 03:29:36 +0000 (14:29 +1100)
And copy the value from GLSL.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
src/compiler/shader_info.c
src/compiler/shader_info.h

index 2da9757854862608833aa7b8a017967e92ec66c9..fc4484adfd5c7c7ed7e6fda43c7db7f8a878784b 100644 (file)
@@ -43,6 +43,7 @@ copy_shader_info(const struct gl_shader_program *shader_prog,
    case MESA_SHADER_GEOMETRY:
       info->gs.vertices_in = shader_prog->Geom.VerticesIn;
       info->gs.output_primitive = sh->info.Geom.OutputType;
+      info->gs.input_primitive = sh->info.Geom.InputType;
       info->gs.vertices_out = sh->info.Geom.VerticesOut;
       info->gs.invocations = sh->info.Geom.Invocations;
       info->gs.uses_end_primitive = shader_prog->Geom.UsesEndPrimitive;
index 5eae8f13f46247420d8505fcb925c0962f25b8bb..a44fcac23886eb427e5c5a9ccdabc72a5fa2429d 100644 (file)
@@ -82,6 +82,9 @@ typedef struct shader_info {
          /** The output primitive type (GL enum value) */
          unsigned output_primitive;
 
+         /** The input primitive type (GL enum value) */
+         unsigned input_primitive;
+
          /** The maximum number of vertices the geometry shader might write. */
          unsigned vertices_out;