diff options
author | Marek Olšák <[email protected]> | 2011-11-18 15:00:10 +0100 |
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committer | Marek Olšák <[email protected]> | 2011-11-19 17:35:49 +0100 |
commit | ec174a424489664626796126f937fbce3e7d8cd8 (patch) | |
tree | aa4346c7c6ebad240bc56025ee01ea4fa5ab02e2 /src/glsl/linker.cpp | |
parent | 90be99427a04a36973f9e3d19161065e1c5177b3 (diff) |
mesa: set the gl_FragDepth layout in the GLSL linker
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 52 |
1 files changed, 52 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 0ec773d6cd2..35270881af5 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1876,6 +1876,57 @@ store_tfeedback_info(struct gl_context *ctx, struct gl_shader_program *prog, } /** + * Store the gl_FragDepth layout in the gl_shader_program struct. + */ +static void +store_fragdepth_layout(struct gl_shader_program *prog) +{ + if (prog->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) { + return; + } + + struct exec_list *ir = prog->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir; + + /* We don't look up the gl_FragDepth symbol directly because if + * gl_FragDepth is not used in the shader, it's removed from the IR. + * However, the symbol won't be removed from the symbol table. + * + * We're only interested in the cases where the variable is NOT removed + * from the IR. + */ + foreach_list(node, ir) { + ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + if (var == NULL || var->mode != ir_var_out) { + continue; + } + + if (strcmp(var->name, "gl_FragDepth") == 0) { + switch (var->depth_layout) { + case ir_depth_layout_none: + prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE; + return; + case ir_depth_layout_any: + prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY; + return; + case ir_depth_layout_greater: + prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER; + return; + case ir_depth_layout_less: + prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS; + return; + case ir_depth_layout_unchanged: + prog->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED; + return; + default: + assert(0); + return; + } + } + } +} + +/** * Validate the resources used by a program versus the implementation limits */ static bool @@ -2177,6 +2228,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) update_array_sizes(prog); link_assign_uniform_locations(prog); + store_fragdepth_layout(prog); if (!check_resources(ctx, prog)) goto done; |