glsl: set user defined varyings to smooth by default in ES
This is usually handled by the backends in order to handle the various interactions with the gl_*Color built-ins. The problem is this means linking will fail if one side on the interface adds the smooth qualifier to the varying and the other side just uses the default even though they match. This fixes various deqp tests. The spec is not clear what to for desktop GL so leave it as is for now. Reviewed-by: Iago Toral Quiroga <itoral@igalia.com> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=92743
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@@ -2750,6 +2750,17 @@ interpret_interpolation_qualifier(const struct ast_type_qualifier *qual,
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"vertex shader inputs or fragment shader outputs",
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interpolation_string(interpolation));
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}
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} else if (state->es_shader &&
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((mode == ir_var_shader_in &&
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state->stage != MESA_SHADER_VERTEX) ||
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(mode == ir_var_shader_out &&
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state->stage != MESA_SHADER_FRAGMENT))) {
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/* Section 4.3.9 (Interpolation) of the GLSL ES 3.00 spec says:
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*
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* "When no interpolation qualifier is present, smooth interpolation
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* is used."
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*/
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interpolation = INTERP_QUALIFIER_SMOOTH;
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}
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return interpolation;
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