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authorBrian Paul <brianp@vmware.com>2010-04-01 22:15:16 -0600
committerBrian Paul <brianp@vmware.com>2010-04-01 22:17:14 -0600
commit3b49437372218e12f4270b750199f8825f9b0f45 (patch)
tree3c075501782205ce336cab12eb6aa4f68292535d /src/mesa/shader
parent1a14866689b1e207b1af4c57f9727e2712e9f49e (diff)
glsl: append built-in, used varying vars to the varying vars list
Diffstat (limited to 'src/mesa/shader')
-rw-r--r--src/mesa/shader/slang/slang_link.c27
1 files changed, 27 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c
index f79af0508f..1c21924f48 100644
--- a/src/mesa/shader/slang/slang_link.c
+++ b/src/mesa/shader/slang/slang_link.c
@@ -87,6 +87,31 @@ bits_agree(GLbitfield flags1, GLbitfield flags2, GLbitfield bit)
/**
+ * Examine the outputs/varyings written by the vertex shader and
+ * append the names of those outputs onto the Varyings list.
+ * This will only capture the pre-defined/built-in varyings like
+ * gl_Position, not user-defined varyings. The later should already
+ * be in the varying vars list.
+ */
+static void
+update_varying_var_list(GLcontext *ctx, struct gl_shader_program *shProg)
+{
+ if (shProg->VertexProgram) {
+ GLbitfield64 written = shProg->VertexProgram->Base.OutputsWritten;
+ GLuint i;
+ for (i = 0; written && i < VERT_RESULT_MAX; i++) {
+ if (written & BITFIELD64_BIT(i)) {
+ const char *name = _slang_vertex_output_name(i);
+ if (name)
+ _mesa_add_varying(shProg->Varying, name, 1, GL_FLOAT_VEC4, 0x0);
+ written &= ~BITFIELD64_BIT(i);
+ }
+ }
+ }
+}
+
+
+/**
* Linking varying vars involves rearranging varying vars so that the
* vertex program's output varyings matches the order of the fragment
* program's input varyings.
@@ -866,6 +891,8 @@ _slang_link(GLcontext *ctx,
}
}
+ /* Append built-in, used varyings to the varying var list */
+ update_varying_var_list(ctx, shProg);
if (fragProg && shProg->FragmentProgram) {
/* Compute initial program's TexturesUsed info */