Mesa (master): glsl: Define a gl_LastFragData built-in for older GLSL versions.
Francisco Jerez
currojerez at kemper.freedesktop.org
Wed Aug 24 20:31:43 UTC 2016
Module: Mesa
Branch: master
Commit: 6b33eab959433fdcb4f3fce7c571a83e8050cdf0
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=6b33eab959433fdcb4f3fce7c571a83e8050cdf0
Author: Francisco Jerez <currojerez at riseup.net>
Date: Tue Jul 19 20:11:53 2016 -0700
glsl: Define a gl_LastFragData built-in for older GLSL versions.
The EXT_shader_framebuffer_fetch extension defines alternative
language for GLES2 shaders where user-defined fragment outputs are not
allowed. Instead of using inout user-defined fragment outputs the
shader is expected to read from the gl_LastFragData built-in array.
In addition this allows using the same language on desktop GLSL
versions prior to 4.2 that support the deprecated gl_FragData built-in
in preparation for the MESA_shader_framebuffer_fetch desktop GL
extension.
Both legacy and user-defined inout outputs have a common
representation at the GLSL IR level, so it shouldn't make any
difference for optimization passes and back-ends whether the
application is using gl_LastFragData or user-defined outputs, all
they'll see is a variable dereference of a fragment output at a
certain interface location with the fb_fetch_output bit set to one.
v2: Don't define the built-in variable on GLSL versions for which
gl_FragData exists but is deprecated. (Ken)
Reviewed-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/compiler/glsl/builtin_variables.cpp | 10 ++++++++++
1 file changed, 10 insertions(+)
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp
index c9d8b1c..cb5f730 100644
--- a/src/compiler/glsl/builtin_variables.cpp
+++ b/src/compiler/glsl/builtin_variables.cpp
@@ -1134,6 +1134,16 @@ builtin_variable_generator::generate_fs_special_vars()
array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
}
+ if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
+ ir_variable *const var =
+ add_output(FRAG_RESULT_DATA0,
+ array(vec4_t, state->Const.MaxDrawBuffers),
+ "gl_LastFragData");
+ var->data.precision = GLSL_PRECISION_MEDIUM;
+ var->data.read_only = 1;
+ var->data.fb_fetch_output = 1;
+ }
+
if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
/* We make an assumption here that there will only ever be one dual-source draw buffer
* In case this assumption is ever proven to be false, make sure to assert here
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