On 9 January 2014 22:17, Chris Forbes <chr...@ijw.co.nz> wrote: > This is a nice cleanup; I like that this brings both writes to > prog->LastClipDistanceArraySize together -- but it looks like the > behavior changes slightly. > > Previously, if there was no VS and no GS, then we would never write > prog->LastClipDistanceArraySize. Now we'll read an old junk value > (potentially from a previous linking of the same program object with > different shaders attached) from prog->Vert.ClipDistanceArraySize > (since we never called validate_vertex_shader_executable) -- but we'll > never end up actually using it, since it's only used for transform > feedback of gl_ClipDistance. >
Yeah, that's a good point. I agree that it's completely benign, but I think I could have made things clearer. I've changed it to this: if (num_shaders[MESA_SHADER_GEOMETRY] > 0) prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize; else if (num_shaders[MESA_SHADER_VERTEX] > 0) prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize; else prog->LastClipDistanceArraySize = 0; /* Not used */
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