uint64_t input_mask;
uint64_t output_mask;
- uint8_t num_output_clips;
- uint8_t num_output_culls;
bool is_gs_copy_shader;
LLVMValueRef gs_next_vertex;
for(int i = 0; i < shader_count; ++i) {
ctx.stage = shaders[i]->info.stage;
ctx.output_mask = 0;
- ctx.num_output_clips = shaders[i]->info.clip_distance_array_size;
- ctx.num_output_culls = shaders[i]->info.cull_distance_array_size;
if (shaders[i]->info.stage == MESA_SHADER_GEOMETRY) {
ctx.gs_next_vertex = ac_build_alloca(&ctx.ac, ctx.ac.i32, "gs_next_vertex");
ctx.gs_max_out_vertices = geom_shader->info.gs.vertices_out;
ac_setup_rings(&ctx);
- ctx.num_output_clips = geom_shader->info.clip_distance_array_size;
- ctx.num_output_culls = geom_shader->info.cull_distance_array_size;
-
nir_foreach_variable(variable, &geom_shader->outputs) {
scan_shader_output_decl(&ctx, variable, geom_shader, MESA_SHADER_VERTEX);
ac_handle_shader_output_decl(&ctx.ac, &ctx.abi, geom_shader,