[Mesa-dev] [PATCH 2/2] glsl: Make vertex ID lowering declare gl_BaseVertex as hidden.

Kenneth Graunke kenneth at whitecape.org
Sat Apr 2 04:17:11 UTC 2016

If the GL_ARB_shader_draw_parameters extension is enabled, we'll already
have a gl_BaseVertex variable.  It will have var->how_declared set to
ir_var_declared_implicitly, and will appear in the program resource

If not, we make one for internal use.  We don't want it to be listed
in the program resource list, as the application won't be expecting
it.  Marking it hidden will properly exclude it.

Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
 src/compiler/glsl/lower_vertex_id.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/src/compiler/glsl/lower_vertex_id.cpp b/src/compiler/glsl/lower_vertex_id.cpp
index 3da7a2f..6f46945 100644
--- a/src/compiler/glsl/lower_vertex_id.cpp
+++ b/src/compiler/glsl/lower_vertex_id.cpp
@@ -100,7 +100,7 @@ lower_vertex_id_visitor::visit(ir_dereference_variable *ir)
       if (gl_BaseVertex == NULL) {
          gl_BaseVertex = new(mem_ctx) ir_variable(int_t, "gl_BaseVertex",
-         gl_BaseVertex->data.how_declared = ir_var_declared_implicitly;
+         gl_BaseVertex->data.how_declared = ir_var_hidden;
          gl_BaseVertex->data.read_only = true;
          gl_BaseVertex->data.location = SYSTEM_VALUE_BASE_VERTEX;
          gl_BaseVertex->data.explicit_location = true;

More information about the mesa-dev mailing list