glsl: Consolidate gl_VertexIDMESA -> gl_VertexID query hacks.
A program will either have gl_VertexID or gl_VertexIDMESA (the lowered zero-based version), not both. Just spoof it in the resource list so the hacks are done in a single place. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
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@@ -164,15 +164,6 @@ _mesa_GetActiveAttrib(GLuint program, GLuint desired_index,
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const char *var_name = var->name;
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/* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
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* consider gl_VertexIDMESA as gl_VertexID for purposes of checking
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* active attributes.
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*/
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if (var->mode == ir_var_system_value &&
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var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
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var_name = "gl_VertexID";
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}
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_mesa_copy_string(name, maxLength, length, var_name);
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if (size)
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@@ -421,7 +412,6 @@ _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
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const char*
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_mesa_program_resource_name(struct gl_program_resource *res)
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{
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const gl_shader_variable *var;
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switch (res->Type) {
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case GL_UNIFORM_BLOCK:
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case GL_SHADER_STORAGE_BLOCK:
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@@ -429,13 +419,6 @@ _mesa_program_resource_name(struct gl_program_resource *res)
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case GL_TRANSFORM_FEEDBACK_VARYING:
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return RESOURCE_XFV(res)->Name;
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case GL_PROGRAM_INPUT:
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var = RESOURCE_VAR(res);
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/* Special case gl_VertexIDMESA -> gl_VertexID. */
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if (var->mode == ir_var_system_value &&
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var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
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return "gl_VertexID";
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}
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/* fallthrough */
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case GL_PROGRAM_OUTPUT:
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return RESOURCE_VAR(res)->name;
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case GL_UNIFORM:
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