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-rw-r--r--src/mesa/drivers/common/meta.c39
-rw-r--r--src/mesa/drivers/common/meta.h3
2 files changed, 19 insertions, 23 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index dd905ddc545..a0613f26a76 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -204,9 +204,6 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
fs_source = ralloc_asprintf(mem_ctx,
"#extension GL_EXT_texture_array : enable\n"
"#extension GL_ARB_texture_cube_map_array: enable\n"
- "#ifdef GL_ES\n"
- "precision highp float;\n"
- "#endif\n"
"uniform %s texSampler;\n"
"varying vec4 texCoords;\n"
"void main()\n"
@@ -219,7 +216,7 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
}
else {
vs_source = ralloc_asprintf(mem_ctx,
- "#version %s\n"
+ "#version 130\n"
"in vec2 position;\n"
"in vec4 textureCoords;\n"
"out vec4 texCoords;\n"
@@ -227,14 +224,10 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
"{\n"
" texCoords = textureCoords;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n",
- _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ "}\n");
fs_source = ralloc_asprintf(mem_ctx,
- "#version %s\n"
+ "#version 130\n"
"#extension GL_ARB_texture_cube_map_array: enable\n"
- "#ifdef GL_ES\n"
- "precision highp float;\n"
- "#endif\n"
"uniform %s texSampler;\n"
"in vec4 texCoords;\n"
"out vec4 out_color;\n"
@@ -244,7 +237,6 @@ _mesa_meta_setup_blit_shader(struct gl_context *ctx,
" out_color = texture(texSampler, %s);\n"
" gl_FragDepth = out_color.x;\n"
"}\n",
- _mesa_is_desktop_gl(ctx) ? "130" : "300 es",
shader->type,
shader->texcoords);
}
@@ -401,6 +393,13 @@ _mesa_meta_begin(struct gl_context *ctx, GLbitfield state)
memset(save, 0, sizeof(*save));
save->SavedState = state;
+ /* We always push into desktop GL mode and pop out at the end. No sense in
+ * writing our shaders varying based on the user's context choice, when
+ * Mesa can handle either.
+ */
+ save->API = ctx->API;
+ ctx->API = API_OPENGL_COMPAT;
+
/* Pausing transform feedback needs to be done early, or else we won't be
* able to change other state.
*/
@@ -753,6 +752,8 @@ _mesa_meta_end(struct gl_context *ctx)
const GLbitfield state = save->SavedState;
int i;
+ ctx->API = save->API;
+
/* After starting a new occlusion query, initialize the results to the
* values saved previously. The driver will then continue to increment
* these values.
@@ -1482,9 +1483,6 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
" }\n"
"}\n";
const char *fs_source =
- "#ifdef GL_ES\n"
- "precision highp float;\n"
- "#endif\n"
"uniform vec4 color;\n"
"void main()\n"
"{\n"
@@ -1536,27 +1534,22 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
void *shader_source_mem_ctx = ralloc_context(NULL);
const char *vs_int_source =
ralloc_asprintf(shader_source_mem_ctx,
- "#version %s\n"
+ "#version 130\n"
"in vec4 position;\n"
"void main()\n"
"{\n"
" gl_Position = position;\n"
- "}\n",
- _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ "}\n");
const char *fs_int_source =
ralloc_asprintf(shader_source_mem_ctx,
- "#version %s\n"
- "#ifdef GL_ES\n"
- "precision highp float;\n"
- "#endif\n"
+ "#version 130\n"
"uniform ivec4 color;\n"
"out ivec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
" out_color = color;\n"
- "}\n",
- _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+ "}\n");
vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER,
vs_int_source);
diff --git a/src/mesa/drivers/common/meta.h b/src/mesa/drivers/common/meta.h
index 5470ca4433b..822bfa13d37 100644
--- a/src/mesa/drivers/common/meta.h
+++ b/src/mesa/drivers/common/meta.h
@@ -68,6 +68,9 @@ struct save_state
{
GLbitfield SavedState; /**< bitmask of MESA_META_* flags */
+ /* Always saved/restored with meta. */
+ gl_api API;
+
/** MESA_META_CLEAR (and others?) */
struct gl_query_object *CurrentOcclusionObject;