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authorIan Romanick <[email protected]>2010-07-01 13:17:54 -0700
committerIan Romanick <[email protected]>2010-07-01 13:17:54 -0700
commitcd00d5b88caa41ebf4b407126f314832f9fdae54 (patch)
treed3b79e2b5512458bab4c45991b6d683fb12359b4 /src/glsl/ir_variable.cpp
parent5466b63968b98c9627b8dd207ea2bebf838b5268 (diff)
glsl2: Default delcaration of gl_TexCoord is unsized
Diffstat (limited to 'src/glsl/ir_variable.cpp')
-rw-r--r--src/glsl/ir_variable.cpp26
1 files changed, 16 insertions, 10 deletions
diff --git a/src/glsl/ir_variable.cpp b/src/glsl/ir_variable.cpp
index ac168142dc6..d43809ef9c2 100644
--- a/src/glsl/ir_variable.cpp
+++ b/src/glsl/ir_variable.cpp
@@ -159,13 +159,16 @@ generate_110_vs_variables(exec_list *instructions,
}
generate_110_uniforms(instructions, state->symbols);
- /* FINISHME: The size of this array is implementation dependent based on the
- * FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
- * FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4
- * FINISHME: for now.
+ /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "As with all arrays, indices used to subscript gl_TexCoord must
+ * either be an integral constant expressions, or this array must be
+ * re-declared by the shader with a size. The size can be at most
+ * gl_MaxTextureCoords. Using indexes close to 0 may aid the
+ * implementation in preserving varying resources."
*/
const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 4);
+ glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 0);
add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type,
instructions, state->symbols);
@@ -246,13 +249,16 @@ generate_110_fs_variables(exec_list *instructions,
}
generate_110_uniforms(instructions, state->symbols);
- /* FINISHME: The size of this array is implementation dependent based on the
- * FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports
- * FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4
- * FINISHME: for now.
+ /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "As with all arrays, indices used to subscript gl_TexCoord must
+ * either be an integral constant expressions, or this array must be
+ * re-declared by the shader with a size. The size can be at most
+ * gl_MaxTextureCoords. Using indexes close to 0 may aid the
+ * implementation in preserving varying resources."
*/
const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 4);
+ glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 0);
add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type,
instructions, state->symbols);