These tessellation shader related fields need plumbing through NIR.
v2: Use uint32_t instead of uint64_t to match the source type of
GLbitfield (caught by Iago Toral).
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
shader->info.num_images = sh->NumImages;
shader->info.inputs_read = sh->Program->InputsRead;
shader->info.outputs_written = sh->Program->OutputsWritten;
+ shader->info.patch_inputs_read = sh->Program->PatchInputsRead;
+ shader->info.patch_outputs_written = sh->Program->PatchOutputsWritten;
shader->info.system_values_read = sh->Program->SystemValuesRead;
shader->info.uses_texture_gather = sh->Program->UsesGather;
shader->info.uses_clip_distance_out =
/* Which system values are actually read */
uint64_t system_values_read;
+ /* Which patch inputs are actually read */
+ uint32_t patch_inputs_read;
+ /* Which patch outputs are actually written */
+ uint32_t patch_outputs_written;
+
/* Whether or not this shader ever uses textureGather() */
bool uses_texture_gather;