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authorAnuj Phogat <[email protected]>2014-05-19 11:55:01 -0700
committerAnuj Phogat <[email protected]>2014-05-21 08:43:14 -0700
commit46737cebd337200f8b88ba9081796fa0f94e9143 (patch)
treeae964f0c9b3f3f8cb4332be2f2f6c6bfa11d5c51
parentbee2915210e53585bca27c9c5f7d7407f61bcc0f (diff)
meta: Use gl_FragColor to output color values to all the draw buffers
_mesa_meta_setup_blit_shader() currently generates a fragment shader which, irrespective of the number of draw buffers, writes the color to only one 'out' variable. Current shader rely on an undefined behavior and possibly works by chance. From OpenGL 4.0 spec, page 256: "If a fragment shader writes to gl_FragColor, DrawBuffers specifies a set of draw buffers into which the single fragment color defined by gl_FragColor is written. If a fragment shader writes to gl_FragData, or a user-defined varying out variable, DrawBuffers specifies a set of draw buffers into which each of the multiple output colors defined by these variables are separately written. If a fragment shader writes to none of gl_FragColor, gl_FragData, nor any user defined varying out variables, the values of the fragment colors following shader execution are undefined, and may differ for each fragment color." OpenGL 4.4 spec, page 463, added an additional line in this section: "If some, but not all user-defined output variables are written, the values of fragment colors corresponding to unwritten variables are similarly undefined." V2: Write color output to gl_FragColor instead of writing to multiple 'out' variables. This'll avoid recompiling the shader every time draw buffers count is updated. Cc: <[email protected]> Signed-off-by: Anuj Phogat <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
-rw-r--r--src/mesa/drivers/common/meta.c15
1 files changed, 4 insertions, 11 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 1b2fe8a764c..fec0d2be541 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -246,7 +246,6 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
void *const mem_ctx = ralloc_context(NULL);
struct blit_shader *shader = choose_blit_shader(target, table);
const char *vs_input, *vs_output, *fs_input, *vs_preprocess, *fs_preprocess;
- const char *fs_output_var, *fs_output_var_decl;
if (ctx->Const.GLSLVersion < 130) {
vs_preprocess = "";
@@ -254,16 +253,12 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
vs_output = "varying";
fs_preprocess = "#extension GL_EXT_texture_array : enable";
fs_input = "varying";
- fs_output_var_decl = "";
- fs_output_var = "gl_FragColor";
} else {
vs_preprocess = "#version 130";
vs_input = "in";
vs_output = "out";
fs_preprocess = "#version 130";
fs_input = "in";
- fs_output_var_decl = "out vec4 out_color;";
- fs_output_var = "out_color";
shader->func = "texture";
}
@@ -291,15 +286,13 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
"#extension GL_ARB_texture_cube_map_array: enable\n"
"uniform %s texSampler;\n"
"%s vec4 texCoords;\n"
- "%s\n"
"void main()\n"
"{\n"
- " vec4 color = %s(texSampler, %s);\n"
- " %s = color;\n"
- " gl_FragDepth = color.x;\n"
+ " gl_FragColor = %s(texSampler, %s);\n"
+ " gl_FragDepth = gl_FragColor.x;\n"
"}\n",
- fs_preprocess, shader->type, fs_input, fs_output_var_decl,
- shader->func, shader->texcoords, fs_output_var);
+ fs_preprocess, shader->type, fs_input,
+ shader->func, shader->texcoords);
_mesa_meta_compile_and_link_program(ctx, vs_source, fs_source,
ralloc_asprintf(mem_ctx, "%s blit",