glsl: Add all system variables to the input resource list.
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 Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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@@ -112,14 +112,7 @@ is_active_attrib(const gl_shader_variable *var)
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return var->location != -1;
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case ir_var_system_value:
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/* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
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* "For GetActiveAttrib, all active vertex shader input variables
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* are enumerated, including the special built-in inputs gl_VertexID
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* and gl_InstanceID."
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*/
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return var->location == SYSTEM_VALUE_VERTEX_ID ||
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var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
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var->location == SYSTEM_VALUE_INSTANCE_ID;
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return true;
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default:
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return false;
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