mesa: Fix glGetActiveAttribute for gl_VertexID when lowered.
The lower_vertex_id pass converts uses of the gl_VertexID system value to the gl_BaseVertex and gl_VertexIDMESA system values. Since gl_VertexID is no longer accessed, it would not be considered active. Of course, it should be, since the shader uses gl_VertexID. v2: Move the var->name dereference past the var != NULL check. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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@@ -93,6 +93,7 @@ is_active_attrib(const ir_variable *var)
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* and gl_InstanceID."
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*/
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return var->data.location == SYSTEM_VALUE_VERTEX_ID ||
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var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
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var->data.location == SYSTEM_VALUE_INSTANCE_ID;
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default:
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@@ -133,7 +134,18 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
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continue;
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if (current_index == desired_index) {
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_mesa_copy_string(name, maxLength, length, var->name);
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const char *var_name = var->name;
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/* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
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* consider gl_VertexIDMESA as gl_VertexID for purposes of checking
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* active attributes.
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*/
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if (var->data.mode == ir_var_system_value &&
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var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
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var_name = "gl_VertexID";
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}
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_mesa_copy_string(name, maxLength, length, var_name);
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if (size)
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*size = (var->type->is_array()) ? var->type->length : 1;
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