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/mesa/program/ir_to_mesa.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/mesa/program/ir_to_mesa.cpp')
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 29 |
1 files changed, 6 insertions, 23 deletions
diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 5cee8377811..5a68fc51d08 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -685,29 +685,6 @@ ir_to_mesa_visitor::visit(ir_variable *ir) fp->OriginUpperLeft = ir->origin_upper_left; fp->PixelCenterInteger = ir->pixel_center_integer; - - } else if (strcmp(ir->name, "gl_FragDepth") == 0) { - struct gl_fragment_program *fp = (struct gl_fragment_program *)this->prog; - switch (ir->depth_layout) { - case ir_depth_layout_none: - fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_NONE; - break; - case ir_depth_layout_any: - fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_ANY; - break; - case ir_depth_layout_greater: - fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_GREATER; - break; - case ir_depth_layout_less: - fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_LESS; - break; - case ir_depth_layout_unchanged: - fp->FragDepthLayout = FRAG_DEPTH_LAYOUT_UNCHANGED; - break; - default: - assert(0); - break; - } } if (ir->mode == ir_var_uniform && strncmp(ir->name, "gl_", 3) == 0) { @@ -3222,6 +3199,12 @@ get_mesa_program(struct gl_context *ctx, do_set_program_inouts(shader->ir, prog, shader->Type == GL_FRAGMENT_SHADER); count_resources(prog); + /* Set the gl_FragDepth layout. */ + if (target == GL_FRAGMENT_PROGRAM_ARB) { + struct gl_fragment_program *fp = (struct gl_fragment_program *)prog; + fp->FragDepthLayout = shader_program->FragDepthLayout; + } + _mesa_reference_program(ctx, &shader->Program, prog); if ((ctx->Shader.Flags & GLSL_NO_OPT) == 0) { |