[Mesa-dev] [PATCH 05/10] glsl: Add all system variables to the input resource list.

Kenneth Graunke kenneth at whitecape.org
Thu Mar 31 18:53:38 UTC 2016


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
v3: Add basevertex hack back in to avoid regressing CTS tests.

Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
 src/compiler/glsl/linker.cpp   | 15 +++++++--------
 src/mesa/main/shader_query.cpp |  9 +--------
 2 files changed, 8 insertions(+), 16 deletions(-)

diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 29c63ee..48aa395 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -3531,15 +3531,14 @@ add_interface_variables(struct gl_shader_program *shProg,
          continue;
 
       switch (var->data.mode) {
-      /* 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."
-       */
       case ir_var_system_value:
-         if (var->data.location != SYSTEM_VALUE_VERTEX_ID &&
-             var->data.location != SYSTEM_VALUE_VERTEX_ID_ZERO_BASE &&
-             var->data.location != SYSTEM_VALUE_INSTANCE_ID)
+         /* We use gl_BaseVertex internally for gl_VertexID lowering.
+          * We don't want it to leak into the program resource list.
+          *
+          * TODO: We do need to add it when ARB_shader_draw_parameters
+          *       is in use.  We've lost that information by now...
+          */
+         if (var->data.location == SYSTEM_VALUE_BASE_VERTEX)
             continue;
          /* FALLTHROUGH */
       case ir_var_shader_in:
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index 993dc86..e85e81d 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;
-- 
2.7.4



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