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glsl/mesa: set separate_shader directly in shader_info
Reviewed-by: Eric Anholt <eric@anholt.net>
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41dd6c3539
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b51bfbdd85
2 changed files with 1 additions and 1 deletions
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@ -154,7 +154,6 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
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shader->info->num_ssbos = sh->NumShaderStorageBlocks;
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shader->info->clip_distance_array_size = sh->Program->ClipDistanceArraySize;
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shader->info->cull_distance_array_size = sh->Program->CullDistanceArraySize;
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shader->info->separate_shader = shader_prog->SeparateShader;
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shader->info->has_transform_feedback_varyings =
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shader_prog->TransformFeedback.NumVarying > 0;
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@ -2160,6 +2160,7 @@ _mesa_copy_linked_program_data(const struct gl_shader_program *src,
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struct gl_program *dst = dst_sh->Program;
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dst->info.num_images = dst_sh->NumImages;
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dst->info.separate_shader = src->SeparateShader;
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switch (dst_sh->Stage) {
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case MESA_SHADER_VERTEX:
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