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-rw-r--r--src/mesa/drivers/dri/i965/brw_context.h14
1 files changed, 13 insertions, 1 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_context.h b/src/mesa/drivers/dri/i965/brw_context.h
index 144d3e327d..a7b612ad54 100644
--- a/src/mesa/drivers/dri/i965/brw_context.h
+++ b/src/mesa/drivers/dri/i965/brw_context.h
@@ -541,6 +541,17 @@ struct brw_vue_map {
GLbitfield64 slots_valid;
/**
+ * Is this VUE map for a separate shader pipeline?
+ *
+ * Separable programs (GL_ARB_separate_shader_objects) can be mixed and matched
+ * without the linker having a chance to dead code eliminate unused varyings.
+ *
+ * This means that we have to use a fixed slot layout, based on the output's
+ * location field, rather than assigning slots in a compact contiguous block.
+ */
+ bool separate;
+
+ /**
* Map from gl_varying_slot value to VUE slot. For gl_varying_slots that are
* not stored in a slot (because they are not written, or because
* additional processing is applied before storing them in the VUE), the
@@ -585,7 +596,8 @@ static inline GLuint brw_varying_to_offset(struct brw_vue_map *vue_map,
void brw_compute_vue_map(const struct brw_device_info *devinfo,
struct brw_vue_map *vue_map,
- GLbitfield64 slots_valid);
+ GLbitfield64 slots_valid,
+ bool separate_shader);
/**