mesa: Add a flag to indicate whether a program uses gl_ClipDistance.
GLSL 1.30 requires us to use gl_ClipDistance for clipping if the vertex shader contains a static write to it, and otherwise use user-defined clipping planes. Since the driver needs to behave differently in these two cases, we need a flag to record whether the shader has written to gl_ClipDistance. The new flag is called UsesClipDistance. We initially store it in gl_shader_program (since that is the data structure that is available when we check to see whethe gl_ClipDistance was written to), and we later copy it to a flag with the same name in gl_vertex_program, since that is a more convenient place for the driver to access it (in i965, at least). Reviewed-by: Eric Anholt <eric@anholt.net> Tested-by: Brian Paul <brianp@vmware.com>
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@@ -3291,6 +3291,8 @@ _mesa_ir_link_shader(struct gl_context *ctx, struct gl_shader_program *prog)
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switch (prog->_LinkedShaders[i]->Type) {
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case GL_VERTEX_SHADER:
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((struct gl_vertex_program *)linked_prog)->UsesClipDistance
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= prog->Vert.UsesClipDistance;
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_mesa_reference_vertprog(ctx, &prog->VertexProgram,
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(struct gl_vertex_program *)linked_prog);
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ok = ctx->Driver.ProgramStringNotify(ctx, GL_VERTEX_PROGRAM_ARB,
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