From: Kenneth Graunke Date: Tue, 20 Nov 2012 05:59:59 +0000 (-0800) Subject: meta: Use #version 300 es for _mesa_glsl_Clear's integer shaders on ES3. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=23b7103ceec5d16efaa3a04813a093217c717688;p=mesa.git meta: Use #version 300 es for _mesa_glsl_Clear's integer shaders on ES3. Fixes es3conform's color_buffer_float_clamp_(fixed|on|off) tests. Reviewed-by: Ian Romanick Reviewed-by: Eric Anholt --- diff --git a/src/mesa/drivers/common/meta.c b/src/mesa/drivers/common/meta.c index 0fba681ff15..f95d207200d 100644 --- a/src/mesa/drivers/common/meta.c +++ b/src/mesa/drivers/common/meta.c @@ -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);