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authorIan Romanick <[email protected]>2016-05-23 14:34:24 -0700
committerIan Romanick <[email protected]>2016-08-26 15:03:14 -0700
commit3a0ae7b55c4c38b9d0a37aa2a741da18c33f49fe (patch)
tree68dd864a7a20c8fa637dbce053a029ab3b0b5c53 /src
parent1a72fbf9e6743368dc8e7664adf095af8ec5b6d8 (diff)
glsl: Allow gl_InvocationID and gl_Layer with GL_OES_geometry_shader
Fixes dEQP-GLES31.functional.geometry_shading.layered.fragment_layer_2d_array dEQP-GLES31.functional.geometry_shading.layered.fragment_layer_2d_multisample_array dEQP-GLES31.functional.geometry_shading.layered.fragment_layer_3d dEQP-GLES31.functional.geometry_shading.layered.fragment_layer_cubemap v2: Don't enable gl_ViewportIndex in GLSL ES 3.20. Noticed by Ilia. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/compiler/glsl/builtin_variables.cpp13
1 files changed, 11 insertions, 2 deletions
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp
index d4ea6607b46..d379de66030 100644
--- a/src/compiler/glsl/builtin_variables.cpp
+++ b/src/compiler/glsl/builtin_variables.cpp
@@ -1078,8 +1078,10 @@ builtin_variable_generator::generate_gs_special_vars()
var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var->data.interpolation = INTERP_MODE_FLAT;
}
- if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable)
+ if (state->is_version(400, 320) || state->ARB_gpu_shader5_enable ||
+ state->OES_geometry_shader_enable || state->EXT_geometry_shader_enable) {
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
+ }
/* Although gl_PrimitiveID appears in tessellation control and tessellation
* evaluation shaders, it has a different function there than it has in
@@ -1198,9 +1200,16 @@ builtin_variable_generator::generate_fs_special_vars()
add_system_value(SYSTEM_VALUE_SAMPLE_MASK_IN, array(int_t, 1), "gl_SampleMaskIn");
}
- if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
+ if (state->is_version(430, 320) ||
+ state->ARB_fragment_layer_viewport_enable ||
+ state->OES_geometry_shader_enable ||
+ state->EXT_geometry_shader_enable) {
var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
var->data.interpolation = INTERP_MODE_FLAT;
+ }
+
+ if (state->is_version(430, 0) ||
+ state->ARB_fragment_layer_viewport_enable) {
var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var->data.interpolation = INTERP_MODE_FLAT;
}