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-rw-r--r--src/glsl/builtin_variables.cpp56
1 files changed, 30 insertions, 26 deletions
diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp
index 58019c6e45b..eccd15a7769 100644
--- a/src/glsl/builtin_variables.cpp
+++ b/src/glsl/builtin_variables.cpp
@@ -748,20 +748,22 @@ generate_110_vs_variables(exec_list *instructions,
}
generate_110_uniforms(instructions, state, add_deprecated);
- /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
- *
- * "As with all arrays, indices used to subscript gl_TexCoord must
- * either be an integral constant expressions, or this array must be
- * re-declared by the shader with a size. The size can be at most
- * gl_MaxTextureCoords. Using indexes close to 0 may aid the
- * implementation in preserving varying resources."
- */
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 0);
+ if (add_deprecated) {
+ /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "As with all arrays, indices used to subscript gl_TexCoord must
+ * either be an integral constant expressions, or this array must be
+ * re-declared by the shader with a size. The size can be at most
+ * gl_MaxTextureCoords. Using indexes close to 0 may aid the
+ * implementation in preserving varying resources."
+ */
+ const glsl_type *const vec4_array_type =
+ glsl_type::get_array_instance(glsl_type::vec4_type, 0);
- add_variable(instructions, state->symbols,
- "gl_TexCoord", vec4_array_type, ir_var_shader_out,
- VARYING_SLOT_TEX0);
+ add_variable(instructions, state->symbols,
+ "gl_TexCoord", vec4_array_type, ir_var_shader_out,
+ VARYING_SLOT_TEX0);
+ }
generate_ARB_draw_buffers_variables(instructions, state, false,
vertex_shader);
@@ -944,20 +946,22 @@ generate_110_fs_variables(exec_list *instructions,
generate_110_uniforms(instructions, state, add_deprecated);
- /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
- *
- * "As with all arrays, indices used to subscript gl_TexCoord must
- * either be an integral constant expressions, or this array must be
- * re-declared by the shader with a size. The size can be at most
- * gl_MaxTextureCoords. Using indexes close to 0 may aid the
- * implementation in preserving varying resources."
- */
- const glsl_type *const vec4_array_type =
- glsl_type::get_array_instance(glsl_type::vec4_type, 0);
+ if (add_deprecated) {
+ /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec:
+ *
+ * "As with all arrays, indices used to subscript gl_TexCoord must
+ * either be an integral constant expressions, or this array must be
+ * re-declared by the shader with a size. The size can be at most
+ * gl_MaxTextureCoords. Using indexes close to 0 may aid the
+ * implementation in preserving varying resources."
+ */
+ const glsl_type *const vec4_array_type =
+ glsl_type::get_array_instance(glsl_type::vec4_type, 0);
- add_variable(instructions, state->symbols,
- "gl_TexCoord", vec4_array_type, ir_var_shader_in,
- VARYING_SLOT_TEX0);
+ add_variable(instructions, state->symbols,
+ "gl_TexCoord", vec4_array_type, ir_var_shader_in,
+ VARYING_SLOT_TEX0);
+ }
generate_ARB_draw_buffers_variables(instructions, state, false,
fragment_shader);