diff options
Diffstat (limited to 'src/mesa')
-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; |