* from the GLSL IR.
*/
-#include "main/core.h" /* for struct gl_program */
#include "ir.h"
#include "ir_visitor.h"
#include "compiler/glsl_types.h"
+#include "main/mtypes.h"
namespace {
/* double inputs read is only for vertex inputs */
if (stage == MESA_SHADER_VERTEX &&
var->type->without_array()->is_dual_slot())
- prog->info.double_inputs_read |= bitfield;
+ prog->DualSlotInputs |= bitfield;
if (stage == MESA_SHADER_FRAGMENT) {
prog->info.fs.uses_sample_qualifier |= var->data.sample;
ir_set_program_inouts_visitor::mark_whole_variable(ir_variable *var)
{
const glsl_type *type = var->type;
-
+ bool is_vertex_input = false;
if (this->shader_stage == MESA_SHADER_GEOMETRY &&
var->data.mode == ir_var_shader_in && type->is_array()) {
type = type->fields.array;
type = type->fields.array;
}
- mark(this->prog, var, 0,
- var->count_attribute_slots(this->shader_stage == MESA_SHADER_VERTEX),
+ if (this->shader_stage == MESA_SHADER_VERTEX &&
+ var->data.mode == ir_var_shader_in)
+ is_vertex_input = true;
+
+ mark(this->prog, var, 0, type->count_attribute_slots(is_vertex_input),
this->shader_stage);
}