}
+/**
+ * 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
}
}
+ /* 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 */