diff options
author | Kenneth Graunke <[email protected]> | 2016-12-06 01:50:03 -0800 |
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committer | Kenneth Graunke <[email protected]> | 2017-01-06 15:55:41 -0800 |
commit | a46bd79ee195d699b020a8dde3fda6eab4ece0d4 (patch) | |
tree | b6954346bd75964de4106d3abcc5925fbf6fe664 /src/compiler | |
parent | 5c580e64cc206ab160e1767c42e4d6c81f67da4d (diff) |
glsl: Support gl_TessLevelInner/Outer[] as TES input variables.
Upcoming reworks in i965 are going to make it easy to handle this
like any other input. Having it as a system value will just require
additional code for no benefit.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Jason Ekstrand <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/builtin_variables.cpp | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp index ca266a4c37c..d6dac6d7de5 100644 --- a/src/compiler/glsl/builtin_variables.cpp +++ b/src/compiler/glsl/builtin_variables.cpp @@ -1075,10 +1075,17 @@ builtin_variable_generator::generate_tes_special_vars() add_system_value(SYSTEM_VALUE_PRIMITIVE_ID, int_t, "gl_PrimitiveID"); add_system_value(SYSTEM_VALUE_VERTICES_IN, int_t, "gl_PatchVerticesIn"); add_system_value(SYSTEM_VALUE_TESS_COORD, vec3_t, "gl_TessCoord"); - add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4), - "gl_TessLevelOuter"); - add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2), - "gl_TessLevelInner"); + if (this->state->ctx->Const.GLSLTessLevelsAsInputs) { + add_input(VARYING_SLOT_TESS_LEVEL_OUTER, array(float_t, 4), + "gl_TessLevelOuter")->data.patch = 1; + add_input(VARYING_SLOT_TESS_LEVEL_INNER, array(float_t, 2), + "gl_TessLevelInner")->data.patch = 1; + } else { + add_system_value(SYSTEM_VALUE_TESS_LEVEL_OUTER, array(float_t, 4), + "gl_TessLevelOuter"); + add_system_value(SYSTEM_VALUE_TESS_LEVEL_INNER, array(float_t, 2), + "gl_TessLevelInner"); + } if (state->ARB_shader_viewport_layer_array_enable) { var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer"); var->data.interpolation = INTERP_MODE_FLAT; |