diff options
Diffstat (limited to 'src/glsl/ir_variable.cpp')
-rw-r--r-- | src/glsl/ir_variable.cpp | 26 |
1 files changed, 16 insertions, 10 deletions
diff --git a/src/glsl/ir_variable.cpp b/src/glsl/ir_variable.cpp index ac168142dc..d43809ef9c 100644 --- a/src/glsl/ir_variable.cpp +++ b/src/glsl/ir_variable.cpp @@ -159,13 +159,16 @@ generate_110_vs_variables(exec_list *instructions, } generate_110_uniforms(instructions, state->symbols); - /* FINISHME: The size of this array is implementation dependent based on the - * FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports - * FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4 - * FINISHME: for now. + /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: + * + * "As with all arrays, indices used to subscript gl_TexCoord must + * either be an integral constant expressions, or this array must be + * re-declared by the shader with a size. The size can be at most + * gl_MaxTextureCoords. Using indexes close to 0 may aid the + * implementation in preserving varying resources." */ const glsl_type *const vec4_array_type = - glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 4); + glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 0); add_variable("gl_TexCoord", ir_var_out, VERT_RESULT_TEX0, vec4_array_type, instructions, state->symbols); @@ -246,13 +249,16 @@ generate_110_fs_variables(exec_list *instructions, } generate_110_uniforms(instructions, state->symbols); - /* FINISHME: The size of this array is implementation dependent based on the - * FINISHME: value of GL_MAX_TEXTURE_COORDS. Every platform that supports - * FINISHME: GLSL sets GL_MAX_TEXTURE_COORDS to at least 4, so hard-code 4 - * FINISHME: for now. + /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: + * + * "As with all arrays, indices used to subscript gl_TexCoord must + * either be an integral constant expressions, or this array must be + * re-declared by the shader with a size. The size can be at most + * gl_MaxTextureCoords. Using indexes close to 0 may aid the + * implementation in preserving varying resources." */ const glsl_type *const vec4_array_type = - glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 4); + glsl_type::get_array_instance(state->symbols, glsl_type::vec4_type, 0); add_variable("gl_TexCoord", ir_var_in, FRAG_ATTRIB_TEX0, vec4_array_type, instructions, state->symbols); |