From 98c22c04036da4f0a7fcc396dc6c5e0bfe5890e5 Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Tue, 29 Mar 2016 12:07:37 -0700 Subject: glsl: Add all system variables to the input resource list. System values are just built-in input variables that we've opted to special-case out of convenience. We need to consider all inputs, regardless of how we've classified them. Unfortunately, there's one exception: we shouldn't add gl_BaseVertex unless ARB_shader_draw_parameters is enabled, because it doesn't actually exist in the language, and shouldn't be counted in the GL_ACTIVE_RESOURCES query. Fixes dEQP-GLES31.functional.program_interface_query.program_input. resource_list.compute.empty, which expects gl_NumWorkGroups to appear in the resource list. v2: Delete more code Signed-off-by: Kenneth Graunke Reviewed-by: Timothy Arceri --- src/mesa/main/shader_query.cpp | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) (limited to 'src/mesa/main') diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp index 993dc863220..e85e81d897c 100644 --- a/src/mesa/main/shader_query.cpp +++ b/src/mesa/main/shader_query.cpp @@ -112,14 +112,7 @@ is_active_attrib(const gl_shader_variable *var) return var->location != -1; case ir_var_system_value: - /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes): - * "For GetActiveAttrib, all active vertex shader input variables - * are enumerated, including the special built-in inputs gl_VertexID - * and gl_InstanceID." - */ - return var->location == SYSTEM_VALUE_VERTEX_ID || - var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE || - var->location == SYSTEM_VALUE_INSTANCE_ID; + return true; default: return false; -- cgit v1.2.3