* class must behave specially to account for the fact that gl_ClipDistance
* is converted from a float[8] to a vec4[2].
*/
- if (ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].LowerClipDistance &&
+ if (ctx->Const.ShaderCompilerOptions[MESA_SHADER_VERTEX].LowerCombinedClipCullDistance &&
strcmp(this->var_name, "gl_ClipDistance") == 0) {
this->lowered_builtin_array_variable = clip_distance;
}
if (!prog->LinkStatus)
goto done;
- if (ctx->Const.ShaderCompilerOptions[i].LowerClipDistance) {
+ if (ctx->Const.ShaderCompilerOptions[i].LowerCombinedClipCullDistance) {
lower_clip_distance(prog->_LinkedShaders[i]);
}
*
* Since some hardware may not internally represent gl_ClipDistance as a pair
* of vec4's, this lowering pass is optional. To enable it, set the
- * LowerClipDistance flag in gl_shader_compiler_options to true.
+ * LowerCombinedClipCullDistance flag in gl_shader_compiler_options to true.
*/
#include "glsl_symbol_table.h"
compiler->glsl_compiler_options[i].EmitNoMainReturn = true;
compiler->glsl_compiler_options[i].EmitNoIndirectInput = true;
compiler->glsl_compiler_options[i].EmitNoIndirectUniform = false;
- compiler->glsl_compiler_options[i].LowerClipDistance = true;
+ compiler->glsl_compiler_options[i].LowerCombinedClipCullDistance = true;
bool is_scalar = compiler->scalar_stage[i];
EXT(ARB_conservative_depth , ARB_conservative_depth , GLL, GLC, x , x , 2011)
EXT(ARB_copy_buffer , dummy_true , GLL, GLC, x , x , 2008)
EXT(ARB_copy_image , ARB_copy_image , GLL, GLC, x , x , 2012)
+EXT(ARB_cull_distance , ARB_cull_distance , GLL, GLC, x , x , 2014)
EXT(ARB_debug_output , dummy_true , GLL, GLC, x , x , 2009)
EXT(ARB_depth_buffer_float , ARB_depth_buffer_float , GLL, GLC, x , x , 2008)
EXT(ARB_depth_clamp , ARB_depth_clamp , GLL, GLC, x , x , 2003)
EXTRA_EXT(ARB_indirect_parameters);
EXTRA_EXT(ATI_meminfo);
EXTRA_EXT(NVX_gpu_memory_info);
+EXTRA_EXT(ARB_cull_distance);
static const int
extra_ARB_color_buffer_float_or_glcore[] = {
[ "GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX", "LOC_CUSTOM, TYPE_INT, NO_OFFSET, extra_NVX_gpu_memory_info" ],
[ "GPU_MEMORY_INFO_EVICTION_COUNT_NVX", "LOC_CUSTOM, TYPE_INT, NO_OFFSET, extra_NVX_gpu_memory_info" ],
[ "GPU_MEMORY_INFO_EVICTED_MEMORY_NVX", "LOC_CUSTOM, TYPE_INT, NO_OFFSET, extra_NVX_gpu_memory_info" ],
+
+# GL_ARB_cull_distance
+ [ "MAX_CULL_DISTANCES", "CONTEXT_INT(Const.MaxClipPlanes), extra_ARB_cull_distance" ],
+ [ "MAX_COMBINED_CLIP_AND_CULL_DISTANCES", "CONTEXT_INT(Const.MaxClipPlanes), extra_ARB_cull_distance" ],
]},
# Enums restricted to OpenGL Core profile
* gl_ClipDistance output. Ignored for fragment shaders.
*/
unsigned ClipDistanceArraySize;
+ unsigned CullDistanceArraySize;
/** Named parameters, constants, etc. from program text */
*/
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
+ GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
+ 0 if not present. */
} TessEval;
/**
*/
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
+ GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
+ 0 if not present. */
bool UsesEndPrimitive;
bool UsesStreams;
} Geom;
*/
GLuint ClipDistanceArraySize; /**< Size of the gl_ClipDistance array, or
0 if not present. */
+ GLuint CullDistanceArraySize; /**< Size of the gl_CullDistance array, or
+ 0 if not present. */
} Vert;
/**
* stage before the fragment shader.
*/
unsigned LastClipDistanceArraySize;
+ unsigned LastCullDistanceArraySize;
unsigned NumUniformBlocks;
struct gl_uniform_block *UniformBlocks;
GLboolean EmitNoNoise; /**< Emit NOISE opcodes? */
GLboolean EmitNoPow; /**< Emit POW opcodes? */
GLboolean EmitNoSat; /**< Emit SAT opcodes? */
- GLboolean LowerClipDistance; /**< Lower gl_ClipDistance from float[8] to vec4[2]? */
+ GLboolean LowerCombinedClipCullDistance; /** Lower gl_ClipDistance and
+ * gl_CullDistance together from
+ * float[8] to vec4[2]
+ **/
/**
* \name Forms of indirect addressing the driver cannot do.
GLboolean ARB_conditional_render_inverted;
GLboolean ARB_conservative_depth;
GLboolean ARB_copy_image;
+ GLboolean ARB_cull_distance;
GLboolean ARB_depth_buffer_float;
GLboolean ARB_depth_clamp;
GLboolean ARB_depth_texture;
switch (type) {
case MESA_SHADER_VERTEX:
dst->ClipDistanceArraySize = src->Vert.ClipDistanceArraySize;
+ dst->CullDistanceArraySize = src->Vert.CullDistanceArraySize;
break;
case MESA_SHADER_TESS_CTRL: {
struct gl_tess_ctrl_program *dst_tcp =
dst_tep->VertexOrder = src->TessEval.VertexOrder;
dst_tep->PointMode = src->TessEval.PointMode;
dst->ClipDistanceArraySize = src->TessEval.ClipDistanceArraySize;
+ dst->CullDistanceArraySize = src->TessEval.CullDistanceArraySize;
break;
}
case MESA_SHADER_GEOMETRY: {
dst_gp->InputType = src->Geom.InputType;
dst_gp->OutputType = src->Geom.OutputType;
dst->ClipDistanceArraySize = src->Geom.ClipDistanceArraySize;
+ dst->CullDistanceArraySize = src->Geom.CullDistanceArraySize;
dst_gp->UsesEndPrimitive = src->Geom.UsesEndPrimitive;
dst_gp->UsesStreams = src->Geom.UsesStreams;
break;
screen->get_shader_param(screen, sh,
PIPE_SHADER_CAP_MAX_UNROLL_ITERATIONS_HINT);
- options->LowerClipDistance = true;
+ options->LowerCombinedClipCullDistance = true;
options->LowerBufferInterfaceBlocks = true;
if (sh == PIPE_SHADER_COMPUTE)