diff options
author | Eric Anholt <[email protected]> | 2014-02-11 12:10:59 -0800 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2014-02-18 09:56:27 -0800 |
commit | 4e4a537ad55f61a25ec16de4a1812847ed2b39e2 (patch) | |
tree | 7773f9524c7a17285935d3c3ad6807313f705aac /src/mesa/drivers/common/meta.c | |
parent | b3dcce65c9b400e8d658f672130c617d8ac84cc9 (diff) |
meta: Push into desktop GL mode when doing meta operations.
This lets us simplify our shaders, and rely on GLES-prohibited
functionality (like ARB_texture_multisample) when writing these
driver-internal functions.
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/mesa/drivers/common/meta.c')
-rw-r--r-- | src/mesa/drivers/common/meta.c | 39 |
1 files changed, 16 insertions, 23 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index dd905ddc545..a0613f26a76 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -204,9 +204,6 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx, fs_source = ralloc_asprintf(mem_ctx, "#extension GL_EXT_texture_array : enable\n" "#extension GL_ARB_texture_cube_map_array: enable\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" "uniform %s texSampler;\n" "varying vec4 texCoords;\n" "void main()\n" @@ -219,7 +216,7 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx, } else { vs_source = ralloc_asprintf(mem_ctx, - "#version %s\n" + "#version 130\n" "in vec2 position;\n" "in vec4 textureCoords;\n" "out vec4 texCoords;\n" @@ -227,14 +224,10 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx, "{\n" " texCoords = textureCoords;\n" " gl_Position = vec4(position, 0.0, 1.0);\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + "}\n"); fs_source = ralloc_asprintf(mem_ctx, - "#version %s\n" + "#version 130\n" "#extension GL_ARB_texture_cube_map_array: enable\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" "uniform %s texSampler;\n" "in vec4 texCoords;\n" "out vec4 out_color;\n" @@ -244,7 +237,6 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx, " out_color = texture(texSampler, %s);\n" " gl_FragDepth = out_color.x;\n" "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es", shader->type, shader->texcoords); } @@ -401,6 +393,13 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state) memset(save, 0, sizeof(*save)); save->SavedState = state; + /* We always push into desktop GL mode and pop out at the end. No sense in + * writing our shaders varying based on the user's context choice, when + * Mesa can handle either. + */ + save->API = ctx->API; + ctx->API = API_OPENGL_COMPAT; + /* Pausing transform feedback needs to be done early, or else we won't be * able to change other state. */ @@ -753,6 +752,8 @@ _mesa_meta_end(struct gl_context *ctx) const GLbitfield state = save->SavedState; int i; + ctx->API = save->API; + /* After starting a new occlusion query, initialize the results to the * values saved previously. The driver will then continue to increment * these values. @@ -1482,9 +1483,6 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) " }\n" "}\n"; const char *fs_source = - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" "uniform vec4 color;\n" "void main()\n" "{\n" @@ -1536,27 +1534,22 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear) void *shader_source_mem_ctx = ralloc_context(NULL); const char *vs_int_source = ralloc_asprintf(shader_source_mem_ctx, - "#version %s\n" + "#version 130\n" "in vec4 position;\n" "void main()\n" "{\n" " gl_Position = position;\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + "}\n"); const char *fs_int_source = ralloc_asprintf(shader_source_mem_ctx, - "#version %s\n" - "#ifdef GL_ES\n" - "precision highp float;\n" - "#endif\n" + "#version 130\n" "uniform ivec4 color;\n" "out ivec4 out_color;\n" "\n" "void main()\n" "{\n" " out_color = color;\n" - "}\n", - _mesa_is_desktop_gl(ctx) ? "130" : "300 es"); + "}\n"); vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source); |