glsl: push vertex count determination down one level
We have the prog here, so we don't need the caller to work this out for
us.
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index b9e443a..c74ec56 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -3420,8 +3420,7 @@
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
NULL, prog->_LinkedShaders[first],
- num_tfeedback_decls, tfeedback_decls,
- prog->Geom.VerticesIn))
+ num_tfeedback_decls, tfeedback_decls))
goto done;
}
@@ -3432,8 +3431,7 @@
*/
if (!assign_varying_locations(ctx, mem_ctx, prog,
sh, NULL,
- num_tfeedback_decls, tfeedback_decls,
- 0))
+ num_tfeedback_decls, tfeedback_decls))
goto done;
}
@@ -3461,8 +3459,7 @@
NULL /* producer */,
sh /* consumer */,
0 /* num_tfeedback_decls */,
- NULL /* tfeedback_decls */,
- 0 /* gs_input_vertices */))
+ NULL /* tfeedback_decls */))
goto done;
} else
demote_shader_inputs_and_outputs(sh, ir_var_shader_in);
@@ -3478,12 +3475,10 @@
gl_shader *const sh_i = prog->_LinkedShaders[i];
gl_shader *const sh_next = prog->_LinkedShaders[next];
- unsigned gs_input_vertices =
- next == MESA_SHADER_GEOMETRY ? prog->Geom.VerticesIn : 0;
if (!assign_varying_locations(ctx, mem_ctx, prog, sh_i, sh_next,
next == MESA_SHADER_FRAGMENT ? num_tfeedback_decls : 0,
- tfeedback_decls, gs_input_vertices))
+ tfeedback_decls))
goto done;
do_dead_builtin_varyings(ctx, sh_i, sh_next,