From: Paul Berry Date: Sun, 7 Jul 2013 18:49:22 +0000 (-0700) Subject: glsl: Make gl_TexCoord compatibility-only X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=c6bfe62e2166e44f035df3d7788ac2f97609f3d2;p=mesa.git glsl: Make gl_TexCoord compatibility-only gl_TexCoord was deprecated in GLSL 1.30. In GLSL 1.40 it was marked as ARB_compatibility-only, and in GLSL 1.50 and above it was marked as only appearing in the compatibility profile. It has never appeared in GLSL ES. However, Mesa erroneously included it in all desktop versions of GLSL, even versions 1.40 and 1.50 (which do not currently support the compatibility profile). This patch makes gl_TexCoord available in the compatibility profile (and GLSL versions 1.30 and prior) only. NOTE: although this is a simple bug fix, it probably isn't sensible to cherry-pick it to stable release branches, since its only effect is to cause incorrectly-written shaders to fail to compile. Reviewed-by: Ian Romanick Reviewed-by: Matt Turner --- diff --git a/src/glsl/builtin_variables.cpp b/src/glsl/builtin_variables.cpp index 58019c6e45b..eccd15a7769 100644 --- a/src/glsl/builtin_variables.cpp +++ b/src/glsl/builtin_variables.cpp @@ -748,20 +748,22 @@ generate_110_vs_variables(exec_list *instructions, } generate_110_uniforms(instructions, state, add_deprecated); - /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: - * - * "As with all arrays, indices used to subscript gl_TexCoord must - * either be an integral constant expressions, or this array must be - * re-declared by the shader with a size. The size can be at most - * gl_MaxTextureCoords. Using indexes close to 0 may aid the - * implementation in preserving varying resources." - */ - const glsl_type *const vec4_array_type = - glsl_type::get_array_instance(glsl_type::vec4_type, 0); + if (add_deprecated) { + /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: + * + * "As with all arrays, indices used to subscript gl_TexCoord must + * either be an integral constant expressions, or this array must be + * re-declared by the shader with a size. The size can be at most + * gl_MaxTextureCoords. Using indexes close to 0 may aid the + * implementation in preserving varying resources." + */ + const glsl_type *const vec4_array_type = + glsl_type::get_array_instance(glsl_type::vec4_type, 0); - add_variable(instructions, state->symbols, - "gl_TexCoord", vec4_array_type, ir_var_shader_out, - VARYING_SLOT_TEX0); + add_variable(instructions, state->symbols, + "gl_TexCoord", vec4_array_type, ir_var_shader_out, + VARYING_SLOT_TEX0); + } generate_ARB_draw_buffers_variables(instructions, state, false, vertex_shader); @@ -944,20 +946,22 @@ generate_110_fs_variables(exec_list *instructions, generate_110_uniforms(instructions, state, add_deprecated); - /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: - * - * "As with all arrays, indices used to subscript gl_TexCoord must - * either be an integral constant expressions, or this array must be - * re-declared by the shader with a size. The size can be at most - * gl_MaxTextureCoords. Using indexes close to 0 may aid the - * implementation in preserving varying resources." - */ - const glsl_type *const vec4_array_type = - glsl_type::get_array_instance(glsl_type::vec4_type, 0); + if (add_deprecated) { + /* From page 54 (page 60 of the PDF) of the GLSL 1.20 spec: + * + * "As with all arrays, indices used to subscript gl_TexCoord must + * either be an integral constant expressions, or this array must be + * re-declared by the shader with a size. The size can be at most + * gl_MaxTextureCoords. Using indexes close to 0 may aid the + * implementation in preserving varying resources." + */ + const glsl_type *const vec4_array_type = + glsl_type::get_array_instance(glsl_type::vec4_type, 0); - add_variable(instructions, state->symbols, - "gl_TexCoord", vec4_array_type, ir_var_shader_in, - VARYING_SLOT_TEX0); + add_variable(instructions, state->symbols, + "gl_TexCoord", vec4_array_type, ir_var_shader_in, + VARYING_SLOT_TEX0); + } generate_ARB_draw_buffers_variables(instructions, state, false, fragment_shader);