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>
This commit is contained in:
Kenneth Graunke
2016-03-29 13:32:32 -07:00
parent 013f25c3b3
commit 9fe211bec4
2 changed files with 10 additions and 19 deletions

View File

@@ -3503,12 +3503,20 @@ create_shader_variable(struct gl_shader_program *shProg, const ir_variable *in)
if (!out)
return NULL;
out->type = in->type;
out->name = ralloc_strdup(shProg, in->name);
/* Since gl_VertexID may be lowered to gl_VertexIDMESA, but applications
* expect to see gl_VertexID in the program resource list. Pretend.
*/
if (in->data.mode == ir_var_system_value &&
in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
out->name = ralloc_strdup(shProg, "gl_VertexID");
} else {
out->name = ralloc_strdup(shProg, in->name);
}
if (!out->name)
return NULL;
out->type = in->type;
out->location = in->data.location;
out->index = in->data.index;
out->patch = in->data.patch;

View File

@@ -164,15 +164,6 @@ _mesa_GetActiveAttrib(GLuint program, GLuint desired_index,
const char *var_name = var->name;
/* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
* consider gl_VertexIDMESA as gl_VertexID for purposes of checking
* active attributes.
*/
if (var->mode == ir_var_system_value &&
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
var_name = "gl_VertexID";
}
_mesa_copy_string(name, maxLength, length, var_name);
if (size)
@@ -421,7 +412,6 @@ _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
const gl_shader_variable *var;
switch (res->Type) {
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
@@ -429,13 +419,6 @@ _mesa_program_resource_name(struct gl_program_resource *res)
case GL_TRANSFORM_FEEDBACK_VARYING:
return RESOURCE_XFV(res)->Name;
case GL_PROGRAM_INPUT:
var = RESOURCE_VAR(res);
/* Special case gl_VertexIDMESA -> gl_VertexID. */
if (var->mode == ir_var_system_value &&
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
return "gl_VertexID";
}
/* fallthrough */
case GL_PROGRAM_OUTPUT:
return RESOURCE_VAR(res)->name;
case GL_UNIFORM: