meta: Use #version 300 es for _mesa_glsl_Clear's integer shaders on ES3.
authorKenneth Graunke <kenneth@whitecape.org>
Tue, 20 Nov 2012 05:59:59 +0000 (21:59 -0800)
committerIan Romanick <ian.d.romanick@intel.com>
Sat, 8 Dec 2012 00:29:45 +0000 (16:29 -0800)
Fixes es3conform's color_buffer_float_clamp_(fixed|on|off) tests.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
src/mesa/drivers/common/meta.c

index 0fba681ff156d81a04cf02956facabdebce0f861..f95d207200df5e235ff4fce0399f17c1c4dd32f0 100644 (file)
@@ -1855,22 +1855,6 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
       "{\n"
       "   gl_FragColor = color;\n"
       "}\n";
-   const char *vs_int_source =
-      "#version 130\n"
-      "in vec4 position;\n"
-      "void main()\n"
-      "{\n"
-      "   gl_Position = position;\n"
-      "}\n";
-   const char *fs_int_source =
-      "#version 130\n"
-      "uniform ivec4 color;\n"
-      "out ivec4 out_color;\n"
-      "\n"
-      "void main()\n"
-      "{\n"
-      "   out_color = color;\n"
-      "}\n";
    GLuint vs, fs;
 
    if (clear->ArrayObj != 0)
@@ -1907,9 +1891,35 @@ meta_glsl_clear_init(struct gl_context *ctx, struct clear_state *clear)
    clear->ColorLocation = _mesa_GetUniformLocation(clear->ShaderProg,
                                                      "color");
 
-   if (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130) {
+   bool has_integer_textures = _mesa_is_gles3(ctx) ||
+      (_mesa_is_desktop_gl(ctx) && ctx->Const.GLSLVersion >= 130);
+
+   if (has_integer_textures) {
+      void *shader_source_mem_ctx = ralloc_context(NULL);
+      const char *vs_int_source =
+         ralloc_asprintf(shader_source_mem_ctx,
+                         "#version %s\n"
+                         "in vec4 position;\n"
+                         "void main()\n"
+                         "{\n"
+                         "   gl_Position = position;\n"
+                         "}\n",
+                         _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+      const char *fs_int_source =
+         ralloc_asprintf(shader_source_mem_ctx,
+                         "#version %s\n"
+                         "uniform ivec4 color;\n"
+                         "out ivec4 out_color;\n"
+                         "\n"
+                         "void main()\n"
+                         "{\n"
+                         "   out_color = color;\n"
+                         "}\n",
+                         _mesa_is_desktop_gl(ctx) ? "130" : "300 es");
+
       vs = compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_int_source);
       fs = compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_int_source);
+      ralloc_free(shader_source_mem_ctx);
 
       clear->IntegerShaderProg = _mesa_CreateProgramObjectARB();
       _mesa_AttachShader(clear->IntegerShaderProg, fs);