diff options
author | Marek Olšák <[email protected]> | 2017-01-07 15:36:45 +0100 |
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committer | Marek Olšák <[email protected]> | 2017-01-10 01:03:32 +0100 |
commit | 230b756f865e2d6ae17ff9568c8dcb718840c7b2 (patch) | |
tree | cfa901e503668247eedb2cd9cf6f19ce62d264ac /src | |
parent | 8bc39e251bf9793b30388aeb468d9cbe8eeeacab (diff) |
mesa: set GLSL 1.20 for the fixed-function fragment shader
This fixes broken depth texturing after:
commit 22639a6e19f95902aef23474ad672bf489231ea7
Author: Timothy Arceri <[email protected]>
Date: Mon Nov 21 00:29:29 2016 +1100
st/mesa: get Version from gl_program rather than gl_shader_program
Reviewed-by: Roland Scheidegger <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/mesa/main/ff_fragment_shader.cpp | 14 |
1 files changed, 13 insertions, 1 deletions
diff --git a/src/mesa/main/ff_fragment_shader.cpp b/src/mesa/main/ff_fragment_shader.cpp index 48b84e8fd73..6261b9cacc5 100644 --- a/src/mesa/main/ff_fragment_shader.cpp +++ b/src/mesa/main/ff_fragment_shader.cpp @@ -1222,7 +1222,19 @@ create_new_program(struct gl_context *ctx, struct state_key *key) */ p.shader_program->SeparateShader = GL_TRUE; - state->language_version = 130; + /* The legacy GLSL shadow functions follow the depth texture + * mode and return vec4. The GLSL 1.30 shadow functions return float and + * ignore the depth texture mode. That's a shader and state dependency + * that's difficult to deal with. st/mesa uses a simple but not + * completely correct solution: if the shader declares GLSL >= 1.30 and + * the depth texture mode is GL_ALPHA (000X), it sets the XXXX swizzle + * instead. Thus, the GLSL 1.30 shadow function will get the result in .x + * and legacy shadow functions will get it in .w as expected. + * For the fixed-function fragment shader, use 120 to get correct behavior + * for GL_ALPHA. + */ + state->language_version = 120; + state->es_shader = false; if (_mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external) state->OES_EGL_image_external_enable = true; |