mesa: set GLSL 1.20 for the fixed-function fragment shader

This fixes broken depth texturing after:

commit 22639a6e19
Author: Timothy Arceri <timothy.arceri@collabora.com>
Date:   Mon Nov 21 00:29:29 2016 +1100

    st/mesa: get Version from gl_program rather than gl_shader_program

Reviewed-by: Roland Scheidegger <sroland@vmware.com>
This commit is contained in:
Marek Olšák 2017-01-07 15:36:45 +01:00
parent 8bc39e251b
commit 230b756f86

View file

@ -1222,7 +1222,19 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
*/
p.shader_program->SeparateShader = GL_TRUE;
state->language_version = 130;
/* The legacy GLSL shadow functions follow the depth texture
* mode and return vec4. The GLSL 1.30 shadow functions return float and
* ignore the depth texture mode. That's a shader and state dependency
* that's difficult to deal with. st/mesa uses a simple but not
* completely correct solution: if the shader declares GLSL >= 1.30 and
* the depth texture mode is GL_ALPHA (000X), it sets the XXXX swizzle
* instead. Thus, the GLSL 1.30 shadow function will get the result in .x
* and legacy shadow functions will get it in .w as expected.
* For the fixed-function fragment shader, use 120 to get correct behavior
* for GL_ALPHA.
*/
state->language_version = 120;
state->es_shader = false;
if (_mesa_is_gles(ctx) && ctx->Extensions.OES_EGL_image_external)
state->OES_EGL_image_external_enable = true;