Mesa (master): glsl: add builtin variables for EXT_gpu_shader4
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Thu Apr 25 00:46:26 UTC 2019
Module: Mesa
Branch: master
Commit: 7004114102332acbf899c1bd291240d357d29e7c
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=7004114102332acbf899c1bd291240d357d29e7c
Author: Marek Olšák <marek.olsak at amd.com>
Date: Tue Aug 7 18:30:19 2018 -0400
glsl: add builtin variables for EXT_gpu_shader4
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
Tested-by: Dieter Nützel <Dieter at nuetzel-hh.de>
Reviewed-by: Eric Anholt <eric at anholt.net>
---
src/compiler/glsl/builtin_variables.cpp | 7 ++++---
1 file changed, 4 insertions(+), 3 deletions(-)
diff --git a/src/compiler/glsl/builtin_variables.cpp b/src/compiler/glsl/builtin_variables.cpp
index 78fccc4e195..17ee80cd419 100644
--- a/src/compiler/glsl/builtin_variables.cpp
+++ b/src/compiler/glsl/builtin_variables.cpp
@@ -1009,7 +1009,7 @@ builtin_variable_generator::generate_vs_special_vars()
{
ir_variable *var;
- if (state->is_version(130, 300))
+ if (state->is_version(130, 300) || state->EXT_gpu_shader4_enable)
add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
if (state->is_version(460, 0)) {
add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertex");
@@ -1018,7 +1018,8 @@ builtin_variable_generator::generate_vs_special_vars()
}
if (state->ARB_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
- if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
+ if (state->ARB_draw_instanced_enable || state->is_version(140, 300) ||
+ state->EXT_gpu_shader4_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
if (state->ARB_shader_draw_parameters_enable) {
add_system_value(SYSTEM_VALUE_BASE_VERTEX, int_t, "gl_BaseVertexARB");
@@ -1171,7 +1172,7 @@ builtin_variable_generator::generate_fs_special_vars()
if (state->is_version(120, 100))
add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
- if (state->has_geometry_shader()) {
+ if (state->has_geometry_shader() || state->EXT_gpu_shader4_enable) {
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
var->data.interpolation = INTERP_MODE_FLAT;
}
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