glsl/gs: Fix transform feedback of gl_ClipDistance.
Since gl_ClipDistance is lowered from an array of floats to an array of vec4's during compilation, transform feedback has special logic to keep track of the pre-lowered array size so that attempting to perform transform feedback on gl_ClipDistance produces a result with the correct size. Previously, this special logic always consulted the vertex shader's size for gl_ClipDistance. This patch fixes it so that it uses the geometry shader's size for gl_ClipDistance when a geometry shader is in use. Fixes piglit test spec/glsl-1.50/transform-feedback-type-and-size. v2: Change the type of LastClipDistanceArraySize to "unsigned", and clarify the comment above it. Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Matt Turner <mattst88@gmail.com>
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@@ -328,7 +328,7 @@ tfeedback_decl::assign_location(struct gl_context *ctx,
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const unsigned vector_elements =
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this->matched_candidate->type->fields.array->vector_elements;
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unsigned actual_array_size = this->is_clip_distance_mesa ?
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prog->Vert.ClipDistanceArraySize :
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prog->LastClipDistanceArraySize :
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this->matched_candidate->type->array_size();
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if (this->is_subscripted) {
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@@ -2100,6 +2100,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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validate_vertex_shader_executable(prog, sh);
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if (!prog->LinkStatus)
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goto done;
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prog->LastClipDistanceArraySize = prog->Vert.ClipDistanceArraySize;
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_mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_VERTEX],
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sh);
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@@ -2132,6 +2133,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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validate_geometry_shader_executable(prog, sh);
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if (!prog->LinkStatus)
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goto done;
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prog->LastClipDistanceArraySize = prog->Geom.ClipDistanceArraySize;
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_mesa_reference_shader(ctx, &prog->_LinkedShaders[MESA_SHADER_GEOMETRY],
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sh);
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@@ -2476,6 +2476,12 @@ struct gl_shader_program
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unsigned NumUserUniformStorage;
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struct gl_uniform_storage *UniformStorage;
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/**
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* Size of the gl_ClipDistance array that is output from the last pipeline
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* stage before the fragment shader.
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*/
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unsigned LastClipDistanceArraySize;
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struct gl_uniform_block *UniformBlocks;
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unsigned NumUniformBlocks;
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