diff options
author | Kenneth Graunke <[email protected]> | 2016-03-29 12:07:37 -0700 |
---|---|---|
committer | Kenneth Graunke <[email protected]> | 2016-04-01 22:05:18 -0700 |
commit | 98c22c04036da4f0a7fcc396dc6c5e0bfe5890e5 (patch) | |
tree | 7117669a26b80ab2d42e2306f484c0a20a635997 /src/compiler/glsl/linker.cpp | |
parent | 6e8b9d5bdd200a8e65cdefe1d2f97bacc5a2c63d (diff) |
glsl: Add all system variables to the input resource list.
System values are just built-in input variables that we've opted to
special-case out of convenience. We need to consider all inputs,
regardless of how we've classified them.
Unfortunately, there's one exception: we shouldn't add gl_BaseVertex
unless ARB_shader_draw_parameters is enabled, because it doesn't
actually exist in the language, and shouldn't be counted in the
GL_ACTIVE_RESOURCES query.
Fixes dEQP-GLES31.functional.program_interface_query.program_input.
resource_list.compute.empty, which expects gl_NumWorkGroups to appear
in the resource list.
v2: Delete more code
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler/glsl/linker.cpp')
-rw-r--r-- | src/compiler/glsl/linker.cpp | 10 |
1 files changed, 0 insertions, 10 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 0005d4965e1..19f4641c724 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -3531,17 +3531,7 @@ add_interface_variables(struct gl_shader_program *shProg, continue; switch (var->data.mode) { - /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes): - * "For GetActiveAttrib, all active vertex shader input variables - * are enumerated, including the special built-in inputs gl_VertexID - * and gl_InstanceID." - */ case ir_var_system_value: - if (var->data.location != SYSTEM_VALUE_VERTEX_ID && - var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE && - var->data.location != SYSTEM_VALUE_INSTANCE_ID) - continue; - /* FALLTHROUGH */ case ir_var_shader_in: if (programInterface != GL_PROGRAM_INPUT) continue; |