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authorMarek Olšák <[email protected]>2011-11-18 15:00:10 +0100
committerMarek Olšák <[email protected]>2011-11-19 17:35:49 +0100
commitec174a424489664626796126f937fbce3e7d8cd8 (patch)
treeaa4346c7c6ebad240bc56025ee01ea4fa5ab02e2 /src/mesa/program
parent90be99427a04a36973f9e3d19161065e1c5177b3 (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')
-rw-r--r--src/mesa/program/ir_to_mesa.cpp29
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) {