[Mesa-stable] [PATCH 2.5/4] glsl: Use switch to allow adding more shader types
Anuj Phogat
anuj.phogat at gmail.com
Thu May 1 15:37:48 PDT 2014
Signed-off-by: Anuj Phogat <anuj.phogat at gmail.com>
Cc: <mesa-stable at lists.freedesktop.org>
---
This patch is required to backport the changes to 10.1 branch
src/glsl/glsl_parser_extras.cpp | 33 ++++++++++++++++++++-------------
1 file changed, 20 insertions(+), 13 deletions(-)
diff --git a/src/glsl/glsl_parser_extras.cpp b/src/glsl/glsl_parser_extras.cpp
index 87784ed..6b7760f 100644
--- a/src/glsl/glsl_parser_extras.cpp
+++ b/src/glsl/glsl_parser_extras.cpp
@@ -1335,20 +1335,27 @@ set_shader_inout_layout(struct gl_shader *shader,
return;
}
- shader->Geom.VerticesOut = 0;
- if (state->out_qualifier->flags.q.max_vertices)
- shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
-
- if (state->gs_input_prim_type_specified) {
- shader->Geom.InputType = state->gs_input_prim_type;
- } else {
- shader->Geom.InputType = PRIM_UNKNOWN;
- }
+ switch(shader->Stage) {
+ case MESA_SHADER_GEOMETRY:
+ shader->Geom.VerticesOut = 0;
+ if (state->out_qualifier->flags.q.max_vertices)
+ shader->Geom.VerticesOut = state->out_qualifier->max_vertices;
+
+ if (state->gs_input_prim_type_specified) {
+ shader->Geom.InputType = state->gs_input_prim_type;
+ } else {
+ shader->Geom.InputType = PRIM_UNKNOWN;
+ }
- if (state->out_qualifier->flags.q.prim_type) {
- shader->Geom.OutputType = state->out_qualifier->prim_type;
- } else {
- shader->Geom.OutputType = PRIM_UNKNOWN;
+ if (state->out_qualifier->flags.q.prim_type) {
+ shader->Geom.OutputType = state->out_qualifier->prim_type;
+ } else {
+ shader->Geom.OutputType = PRIM_UNKNOWN;
+ }
+ break;
+ default:
+ /* Nothing to do. */
+ break;
}
}
--
1.8.3.1
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