mesa/st: refactor vertex and fragment shader translation
Translate vertex shaders independently of fragment shaders. Previously tried to make fragment shader semantic indexes always start at zero and exclude holes. This was unnecessary but meant that vertex shader translation had to be adjusted to take this into account. Now use a fixed scheme for labelling special FS input semantics (color, etc), and another fixed scheme for the generics. With this, vertex shaders can be translated independently of the bound fragment shader, assuming mesa has done its own job and ensured that the vertex shader provides at least the inputs the fragment shader is looking for. The state-tracker didn't attempt to do anything about this previously, so it shouldn't be needed now.
This commit is contained in:
@@ -169,11 +169,6 @@ make_bitmap_fragment_program(GLcontext *ctx, GLuint samplerIndex)
|
||||
stfp = (struct st_fragment_program *) p;
|
||||
stfp->Base.UsesKill = GL_TRUE;
|
||||
|
||||
/* No need to send this incomplete program down to hardware:
|
||||
*
|
||||
* st_translate_fragment_program(ctx->st, stfp, NULL);
|
||||
*/
|
||||
|
||||
return stfp;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user