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-rw-r--r--src/mesa/drivers/common/meta.c21
1 files changed, 5 insertions, 16 deletions
diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c
index f60f2735465..485128696c5 100644
--- a/src/mesa/drivers/common/meta.c
+++ b/src/mesa/drivers/common/meta.c
@@ -1527,12 +1527,12 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
{
const char *vs_source =
"#extension GL_AMD_vertex_shader_layer : enable\n"
+ "#extension GL_ARB_draw_instanced : enable\n"
"attribute vec4 position;\n"
- "uniform int layer;\n"
"void main()\n"
"{\n"
"#ifdef GL_AMD_vertex_shader_layer\n"
- " gl_Layer = layer;\n"
+ " gl_Layer = gl_InstanceID;\n"
"#endif\n"
" gl_Position = position;\n"
"}\n";
@@ -1568,7 +1568,6 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
_mesa_LinkProgram(clear->ShaderProg);
clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg, "color");
- clear->LayerLocation = _mesa_GetUniformLocation(clear->ShaderProg, "layer");
has_integer_textures = _mesa_is_gles3(ctx) ||
(_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
@@ -1579,12 +1578,12 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
ralloc_asprintf(shader_source_mem_ctx,
"#version 130\n"
"#extension GL_AMD_vertex_shader_layer : enable\n"
+ "#extension GL_ARB_draw_instanced : enable\n"
"in vec4 position;\n"
- "uniform int layer;\n"
"void main()\n"
"{\n"
"#ifdef GL_AMD_vertex_shader_layer\n"
- " gl_Layer = layer;\n"
+ " gl_Layer = gl_InstanceID;\n"
"#endif\n"
" gl_Position = position;\n"
"}\n");
@@ -1623,8 +1622,6 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
clear->IntegerColorLocation =
_mesa_GetUniformLocation(clear->IntegerShaderProg, "color");
- clear->IntegerLayerLocation =
- _mesa_GetUniformLocation(clear->IntegerShaderProg, "layer");
}
}
@@ -1832,15 +1829,7 @@ meta_clear(struct gl_context *ctx, GLbitfield buffers, bool glsl)
/* draw quad(s) */
if (fb->MaxNumLayers > 0) {
- unsigned layer;
- assert(glsl && clear->LayerLocation != -1);
- for (layer = 0; layer < fb->MaxNumLayers; layer++) {
- if (fb->_IntegerColor)
- _mesa_Uniform1i(clear->IntegerLayerLocation, layer);
- else
- _mesa_Uniform1i(clear->LayerLocation, layer);
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- }
+ _mesa_DrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, fb->MaxNumLayers);
} else {
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
}