nir: Store PatchInputsRead and PatchOutputsWritten in nir_shader_info.

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>
This commit is contained in:
Kenneth Graunke 2015-10-09 15:49:49 -07:00
parent 437d7b6119
commit db54673b54
2 changed files with 7 additions and 0 deletions

View file

@ -160,6 +160,8 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
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 =

View file

@ -1490,6 +1490,11 @@ typedef struct nir_shader_info {
/* 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;