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authorKenneth Graunke <[email protected]>2016-03-29 13:32:32 -0700
committerKenneth Graunke <[email protected]>2016-04-01 22:05:20 -0700
commit9fe211bec4533bd5cebeb61b38343ae9c174abb7 (patch)
tree137e2789ea22ec11ec223f4026d695db7a834618 /src
parent013f25c3b3aa676cbd580fc070454d74db27a400 (diff)
glsl: Consolidate gl_VertexIDMESA -> gl_VertexID query hacks.
A program will either have gl_VertexID or gl_VertexIDMESA (the lowered zero-based version), not both. Just spoof it in the resource list so the hacks are done in a single place. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/compiler/glsl/linker.cpp12
-rw-r--r--src/mesa/main/shader_query.cpp17
2 files changed, 10 insertions, 19 deletions
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 064e7f5ca21..c0d310746f3 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3503,12 +3503,20 @@ create_shader_variable(struct gl_shader_program *shProg, const ir_variable *in)
if (!out)
return NULL;
- out->type = in->type;
- out->name = ralloc_strdup(shProg, in->name);
+ /* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
+ * expect to see gl_VertexID in the program resource list. Pretend.
+ */
+ if (in->data.mode == ir_var_system_value &&
+ in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+ out->name = ralloc_strdup(shProg, "gl_VertexID");
+ } else {
+ out->name = ralloc_strdup(shProg, in->name);
+ }
if (!out->name)
return NULL;
+ out->type = in->type;
out->location = in->data.location;
out->index = in->data.index;
out->patch = in->data.patch;
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index e85e81d897c..caff79f39af 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -164,15 +164,6 @@ _mesa_GetActiveAttrib(GLuint program, GLuint desired_index,
const char *var_name = var->name;
- /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
- * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
- * active attributes.
- */
- if (var->mode == ir_var_system_value &&
- var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
- var_name = "gl_VertexID";
- }
-
_mesa_copy_string(name, maxLength, length, var_name);
if (size)
@@ -421,7 +412,6 @@ _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
- const gl_shader_variable *var;
switch (res->Type) {
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
@@ -429,13 +419,6 @@ _mesa_program_resource_name(struct gl_program_resource *res)
case GL_TRANSFORM_FEEDBACK_VARYING:
return RESOURCE_XFV(res)->Name;
case GL_PROGRAM_INPUT:
- var = RESOURCE_VAR(res);
- /* Special case gl_VertexIDMESA -> gl_VertexID. */
- if (var->mode == ir_var_system_value &&
- var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
- return "gl_VertexID";
- }
- /* fallthrough */
case GL_PROGRAM_OUTPUT:
return RESOURCE_VAR(res)->name;
case GL_UNIFORM: