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;
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)
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:
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: