[Mesa-dev] [PATCH 07/11] glsl: add builtin variables for EXT_gpu_shader4
Marek Olšák
maraeo at gmail.com
Wed Aug 8 05:42:04 UTC 2018
From: Marek Olšák <marek.olsak at amd.com>
---
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
@@ -1002,30 +1002,31 @@ builtin_variable_generator::generate_special_vars()
/**
* Generate variables which only exist in vertex shaders.
*/
void
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");
add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstance");
add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawID");
}
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");
add_system_value(SYSTEM_VALUE_BASE_INSTANCE, int_t, "gl_BaseInstanceARB");
add_system_value(SYSTEM_VALUE_DRAW_ID, int_t, "gl_DrawIDARB");
}
if (state->AMD_vertex_shader_layer_enable ||
state->ARB_shader_viewport_layer_array_enable) {
var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
var->data.interpolation = INTERP_MODE_FLAT;
@@ -1164,21 +1165,21 @@ builtin_variable_generator::generate_fs_special_vars()
add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
if (this->state->ctx->Const.GLSLFrontFacingIsSysVal)
add_system_value(SYSTEM_VALUE_FRONT_FACE, bool_t, "gl_FrontFacing");
else
add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
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;
}
/* gl_FragColor and gl_FragData were deprecated starting in desktop GLSL
* 1.30, and were relegated to the compatibility profile in GLSL 4.20.
* They were removed from GLSL ES 3.00.
*/
if (compatibility || !state->is_version(420, 300)) {
add_output(FRAG_RESULT_COLOR, vec4_t, "gl_FragColor");
--
2.17.1
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