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glsl: Define a gl_LastFragData built-in for older GLSL versions.
The EXT_shader_framebuffer_fetch extension defines alternative
language for GLES2 shaders where user-defined fragment outputs are not
allowed. Instead of using inout user-defined fragment outputs the
shader is expected to read from the gl_LastFragData built-in array.
In addition this allows using the same language on desktop GLSL
versions prior to 4.2 that support the deprecated gl_FragData built-in
in preparation for the MESA_shader_framebuffer_fetch desktop GL
extension.
Both legacy and user-defined inout outputs have a common
representation at the GLSL IR level, so it shouldn't make any
difference for optimization passes and back-ends whether the
application is using gl_LastFragData or user-defined outputs, all
they'll see is a variable dereference of a fragment output at a
certain interface location with the fb_fetch_output bit set to one.
v2: Don't define the built-in variable on GLSL versions for which
gl_FragData exists but is deprecated. (Ken)
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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1 changed files with 10 additions and 0 deletions
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@ -1134,6 +1134,16 @@ builtin_variable_generator::generate_fs_special_vars()
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array(vec4_t, state->Const.MaxDrawBuffers), "gl_FragData");
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}
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if (state->has_framebuffer_fetch() && !state->is_version(130, 300)) {
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ir_variable *const var =
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add_output(FRAG_RESULT_DATA0,
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array(vec4_t, state->Const.MaxDrawBuffers),
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"gl_LastFragData");
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var->data.precision = GLSL_PRECISION_MEDIUM;
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var->data.read_only = 1;
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var->data.fb_fetch_output = 1;
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}
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if (state->es_shader && state->language_version == 100 && state->EXT_blend_func_extended_enable) {
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/* We make an assumption here that there will only ever be one dual-source draw buffer
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* In case this assumption is ever proven to be false, make sure to assert here
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