shader: compress the size of the shader io info

Signed-off-by: Gert Wollny <gert.wollny@collabora.com>
Reviewed-by: Rohan Garg <rohan.garg@collabora.com>
macos/master
Gert Wollny 4 years ago
parent e853d88d88
commit a9e9aff91d
  1. 47
      src/vrend_shader.c

@ -87,30 +87,31 @@ enum vec_type {
};
struct vrend_shader_io {
unsigned name;
unsigned gpr;
unsigned done;
int sid;
unsigned interpolate;
int first;
int last;
int array_id;
uint8_t usage_mask;
int swizzle_offset;
int num_components;
int layout_location;
unsigned location;
bool invariant;
bool precise;
bool glsl_predefined_no_emit;
bool glsl_no_index;
bool glsl_gl_block;
bool override_no_wm;
bool is_int;
enum vec_type type;
bool fbfetch_used;
char glsl_name[128];
unsigned stream;
unsigned sid : 16;
unsigned first : 16;
unsigned last : 16;
unsigned array_id : 10;
unsigned interpolate : 4;
unsigned location : 2;
unsigned name : 8;
unsigned stream : 2;
unsigned usage_mask : 4;
unsigned type : 2;
unsigned num_components : 3;
unsigned swizzle_offset : 3;
unsigned layout_location : 1;
unsigned invariant : 1;
unsigned precise : 1;
unsigned glsl_predefined_no_emit : 1;
unsigned glsl_no_index : 1;
unsigned glsl_gl_block : 1;
unsigned override_no_wm : 1;
unsigned is_int : 1;
unsigned fbfetch_used : 1;
};
struct vrend_shader_sampler {

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