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authorKenneth Graunke <[email protected]>2012-11-19 21:59:59 -0800
committerIan Romanick <[email protected]>2012-12-07 16:29:45 -0800
commit23b7103ceec5d16efaa3a04813a093217c717688 (patch)
tree373db4942ded4956fa6533a3ec8cf9a07f8646f9 /src/mesa/drivers
parent50e4a1df94c0fde3364d64cc564ded9110e3d182 (diff)
meta: Use #version 300 es for _mesa_glsl_Clear's integer shaders on ES3.
Fixes es3conform's color_buffer_float_clamp_(fixed|on|off) tests. Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/mesa/drivers')
-rw-r--r--src/mesa/drivers/common/meta.c44
1 files changed, 27 insertions, 17 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index 0fba681ff15..f95d207200d 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -1855,22 +1855,6 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
"{\n"
" gl_FragColor = color;\n"
"}\n";
- const char *vs_int_source =
- "#version 130\n"
- "in vec4 position;\n"
- "void main()\n"
- "{\n"
- " gl_Position = position;\n"
- "}\n";
- const char *fs_int_source =
- "#version 130\n"
- "uniform ivec4 color;\n"
- "out ivec4 out_color;\n"
- "\n"
- "void main()\n"
- "{\n"
- " out_color = color;\n"
- "}\n";
GLuint vs, fs;
if (clear->ArrayObj != 0)
@@ -1907,9 +1891,35 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
"color");
- if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
+ bool has_integer_textures = _mesa_is_gles3(ctx) ||
+ (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
+
+ if (has_integer_textures) {
+ void *shader_source_mem_ctx = ralloc_context(NULL);
+ const char *vs_int_source =
+ ralloc_asprintf(shader_source_mem_ctx,
+ "#version %s\n"
+ "in vec4 position;\n"
+ "void main()\n"
+ "{\n"
+ " gl_Position = position;\n"
+ "}\n",
+ _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ const char *fs_int_source =
+ ralloc_asprintf(shader_source_mem_ctx,
+ "#version %s\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");
+
vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
+ ralloc_free(shader_source_mem_ctx);
clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
_mesa_AttachShader(clear->IntegerShaderProg, fs);