[Mesa-dev] [PATCH] glsl: set user defined varyings to smooth by default in ES
Iago Toral
itoral at igalia.com
Tue Feb 16 07:26:12 UTC 2016
On Tue, 2016-02-16 at 11:03 +1100, Timothy Arceri wrote:
> This is usually handled by the backends in order to handle the
> various interactions with the gl_*Color built-ins.
>
> The problem is this means linking will fail if one side on the
> interface adds the smooth qualifier to the varying and the other
> side just uses the default even though they match.
>
> This fixes various deqp tests. The spec is not clear what to for
> deskto GL so leave it as is for now.
>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92743
> ---
> src/compiler/glsl/ast_to_hir.cpp | 11 +++++++++++
> 1 file changed, 11 insertions(+)
>
> diff --git a/src/compiler/glsl/ast_to_hir.cpp b/src/compiler/glsl/ast_to_hir.cpp
> index b639378..4203cd5 100644
> --- a/src/compiler/glsl/ast_to_hir.cpp
> +++ b/src/compiler/glsl/ast_to_hir.cpp
> @@ -2750,6 +2750,17 @@ interpret_interpolation_qualifier(const struct ast_type_qualifier *qual,
> "vertex shader inputs or fragment shader outputs",
> interpolation_string(interpolation));
> }
> + } else if (state->es_shader &&
> + ((mode == ir_var_shader_in &&
> + state->stage != MESA_SHADER_VERTEX) ||
> + (mode == ir_var_shader_out &&
> + state->stage != MESA_SHADER_FRAGMENT))) {
> + /* From Section 4.3.9 (Interpolation) of the GLSL ES spec:
> + *
> + * " When no interpolation qualifier is present, smooth interpolation
> + * is used."
> + */
> + interpolation = INTERP_QUALIFIER_SMOOTH;
> }
>
> return interpolation;
Reviewed-by: Iago Toral Quiroga <itoral at igalia.com>
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