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authorKenneth Graunke <[email protected]>2015-10-26 00:14:13 -0700
committerKenneth Graunke <[email protected]>2015-10-28 22:05:08 -0700
commitb3d19d20f27c9169641051ac6f855481e58623b3 (patch)
treee765fabe1787e0dfed9dc9ad2b18f977c47dee0d /src/glsl
parentb94cdcdada251bb8e866cb7af0f2ff222b55a918 (diff)
glsl: Mark gl_ViewportIndex and gl_Layer varyings as flat.
Integer varyings need to be flat qualified - all others were already. I think we just missed this. Presumably some hardware passes this via sideband and ignores attribute interpolation, so no one has noticed. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Chris Forbes <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/builtin_variables.cpp37
1 files changed, 25 insertions, 12 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index a6ad1050552..925ffa165bb 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -887,16 +887,22 @@ builtin_variable_generator::generate_uniforms()
void
builtin_variable_generator::generate_vs_special_vars()
{
+ ir_variable *var;
+
if (state->is_version(130, 300))
add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
if (state->ARB_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
- if (state->AMD_vertex_shader_layer_enable)
- add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
- if (state->AMD_vertex_shader_viewport_index_enable)
- add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ if (state->AMD_vertex_shader_layer_enable) {
+ var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+ var->data.interpolation = INTERP_QUALIFIER_FLAT;
+ }
+ if (state->AMD_vertex_shader_viewport_index_enable) {
+ var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ var->data.interpolation = INTERP_QUALIFIER_FLAT;
+ }
if (compatibility) {
add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
@@ -954,9 +960,14 @@ builtin_variable_generator::generate_tes_special_vars()
void
builtin_variable_generator::generate_gs_special_vars()
{
- add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
- if (state->is_version(410, 0) || state->ARB_viewport_array_enable)
- add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ ir_variable *var;
+
+ var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+ var->data.interpolation = INTERP_QUALIFIER_FLAT;
+ if (state->is_version(410, 0) || state->ARB_viewport_array_enable) {
+ var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ var->data.interpolation = INTERP_QUALIFIER_FLAT;
+ }
if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable)
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
@@ -970,7 +981,6 @@ builtin_variable_generator::generate_gs_special_vars()
* the specific case of gl_PrimitiveIDIn. So we don't need to treat
* gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
*/
- ir_variable *var;
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
@@ -984,14 +994,15 @@ builtin_variable_generator::generate_gs_special_vars()
void
builtin_variable_generator::generate_fs_special_vars()
{
+ ir_variable *var;
+
add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
if (state->is_version(120, 100))
add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
if (state->is_version(150, 0)) {
- ir_variable *var =
- add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
+ var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
@@ -1043,8 +1054,10 @@ builtin_variable_generator::generate_fs_special_vars()
}
if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
- add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
- add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
+ var->data.interpolation = INTERP_QUALIFIER_FLAT;
+ var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
+ var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
}