This is only used by gl_shader not gl_linked_shader so move it
there.
Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
shader->info.uses_gl_fragcoord = state->fs_uses_gl_fragcoord;
shader->info.pixel_center_integer = state->fs_pixel_center_integer;
shader->info.origin_upper_left = state->fs_origin_upper_left;
- shader->info.ARB_fragment_coord_conventions_enable =
+ 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;
goto done;
}
- if (prog->Shaders[i]->info.ARB_fragment_coord_conventions_enable) {
+ if (prog->Shaders[i]->ARB_fragment_coord_conventions_enable) {
prog->ARB_fragment_coord_conventions_enable = true;
}
bool redeclares_gl_fragcoord;
bool PostDepthCoverage;
bool InnerCoverage;
- bool ARB_fragment_coord_conventions_enable;
/**
* Fragment shader state from GLSL 1.50 layout qualifiers.
*/
bool EarlyFragmentTests;
+ bool ARB_fragment_coord_conventions_enable;
+
struct gl_shader_info info;
};