From 3b49437372218e12f4270b750199f8825f9b0f45 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Thu, 1 Apr 2010 22:15:16 -0600 Subject: [PATCH] glsl: append built-in, used varying vars to the varying vars list --- src/mesa/shader/slang/slang_link.c | 27 +++++++++++++++++++++++++++ 1 file changed, 27 insertions(+) diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c index f79af0508f6..1c21924f482 100644 --- a/src/mesa/shader/slang/slang_link.c +++ b/src/mesa/shader/slang/slang_link.c @@ -86,6 +86,31 @@ bits_agree(GLbitfield flags1, GLbitfield flags2, GLbitfield bit) } +/** + * 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 @@ -866,6 +891,8 @@ _slang_link(GLcontext *ctx, } } + /* 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 */ -- 2.30.2