glsl: Mark gl_ViewportIndex and gl_Layer varyings as flat.

Integer varyings need to be flat qualified - all others were already.
I think we just missed this.  Presumably some hardware passes this via
sideband and ignores attribute interpolation, so no one has noticed.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Chris Forbes <chrisf@ijw.co.nz>
This commit is contained in:
Kenneth Graunke 2015-10-26 00:14:13 -07:00
parent b94cdcdada
commit b3d19d20f2

View file

@ -887,16 +887,22 @@ builtin_variable_generator::generate_uniforms()
void
builtin_variable_generator::generate_vs_special_vars()
{
ir_variable *var;
if (state->is_version(130, 300))
add_system_value(SYSTEM_VALUE_VERTEX_ID, int_t, "gl_VertexID");
if (state->ARB_draw_instanced_enable)
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceIDARB");
if (state->ARB_draw_instanced_enable || state->is_version(140, 300))
add_system_value(SYSTEM_VALUE_INSTANCE_ID, int_t, "gl_InstanceID");
if (state->AMD_vertex_shader_layer_enable)
add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
if (state->AMD_vertex_shader_viewport_index_enable)
add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
if (state->AMD_vertex_shader_layer_enable) {
var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
if (state->AMD_vertex_shader_viewport_index_enable) {
var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
if (compatibility) {
add_input(VERT_ATTRIB_POS, vec4_t, "gl_Vertex");
add_input(VERT_ATTRIB_NORMAL, vec3_t, "gl_Normal");
@ -954,9 +960,14 @@ builtin_variable_generator::generate_tes_special_vars()
void
builtin_variable_generator::generate_gs_special_vars()
{
add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
if (state->is_version(410, 0) || state->ARB_viewport_array_enable)
add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
ir_variable *var;
var = add_output(VARYING_SLOT_LAYER, int_t, "gl_Layer");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
if (state->is_version(410, 0) || state->ARB_viewport_array_enable) {
var = add_output(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
if (state->is_version(400, 0) || state->ARB_gpu_shader5_enable)
add_system_value(SYSTEM_VALUE_INVOCATION_ID, int_t, "gl_InvocationID");
@ -970,7 +981,6 @@ builtin_variable_generator::generate_gs_special_vars()
* the specific case of gl_PrimitiveIDIn. So we don't need to treat
* gl_PrimitiveIDIn as an {ARB,EXT}_geometry_shader4-only variable.
*/
ir_variable *var;
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveIDIn");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
var = add_output(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
@ -984,14 +994,15 @@ builtin_variable_generator::generate_gs_special_vars()
void
builtin_variable_generator::generate_fs_special_vars()
{
ir_variable *var;
add_input(VARYING_SLOT_POS, vec4_t, "gl_FragCoord");
add_input(VARYING_SLOT_FACE, bool_t, "gl_FrontFacing");
if (state->is_version(120, 100))
add_input(VARYING_SLOT_PNTC, vec2_t, "gl_PointCoord");
if (state->is_version(150, 0)) {
ir_variable *var =
add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
var = add_input(VARYING_SLOT_PRIMITIVE_ID, int_t, "gl_PrimitiveID");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
@ -1043,8 +1054,10 @@ builtin_variable_generator::generate_fs_special_vars()
}
if (state->is_version(430, 0) || state->ARB_fragment_layer_viewport_enable) {
add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var = add_input(VARYING_SLOT_LAYER, int_t, "gl_Layer");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
var = add_input(VARYING_SLOT_VIEWPORT, int_t, "gl_ViewportIndex");
var->data.interpolation = INTERP_QUALIFIER_FLAT;
}
}