diff options
author | Andrew Knight <andrew.knight@digia.com> | 2013-09-18 11:51:20 +0300 |
---|---|---|
committer | The Qt Project <gerrit-noreply@qt-project.org> | 2013-09-19 08:53:35 +0200 |
commit | 1a334f8135d4be7b73b39ac736af0e722c864e83 (patch) | |
tree | cc0b7703b815e9fca858e8eecd7eb556e186998c /src/3rdparty/angle/src/libGLESv2/Shader.cpp | |
parent | d84ed9a92ae0ce96b843c9dd5c263c6a0925405b (diff) |
ANGLE: Update to version 2446
Update ANGLE and reapply patches.
Patch changes:
"Dynamically resolve functions of dwmapi.dll"
Removed; ANGLE no longer uses DWM API
"Make it possible to link ANGLE statically for single-thread use"
Avoid name collision by using ANGLE-style getCurrent()
"Fix build when SSE2 is not available."
Added guard for __cpuid(), which is not available on ARM
"Make DX9/DX11 mutually exclusive"
Adjustments due to underlying code changes
"ANGLE: Avoid memory copies on buffers when data is null"
Removed; fixed upstream
"Add missing intrin.h include for __cpuid"
Removed; fixed upstream
Change-Id: I4f3d850fc555d3194ddc05e0b51c4966d33f7eaf
Reviewed-by: Oliver Wolff <oliver.wolff@digia.com>
Reviewed-by: Joerg Bornemann <joerg.bornemann@digia.com>
Reviewed-by: Kai Koehne <kai.koehne@digia.com>
Diffstat (limited to 'src/3rdparty/angle/src/libGLESv2/Shader.cpp')
-rw-r--r-- | src/3rdparty/angle/src/libGLESv2/Shader.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/src/3rdparty/angle/src/libGLESv2/Shader.cpp b/src/3rdparty/angle/src/libGLESv2/Shader.cpp index abddab427b..7dfdd0ba3a 100644 --- a/src/3rdparty/angle/src/libGLESv2/Shader.cpp +++ b/src/3rdparty/angle/src/libGLESv2/Shader.cpp @@ -247,6 +247,7 @@ void Shader::initializeCompiler() resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1; // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported. resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp + resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); @@ -304,6 +305,8 @@ void Shader::parseVaryings() mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL; mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL; mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL; + mUsesDepthRange = strstr(mHlsl, "GL_USES_DEPTH_RANGE") != NULL; + mUsesFragDepth = strstr(mHlsl, "GL_USES_FRAG_DEPTH") != NULL; } } @@ -335,6 +338,8 @@ void Shader::uncompile() mUsesFrontFacing = false; mUsesPointSize = false; mUsesPointCoord = false; + mUsesDepthRange = false; + mUsesFragDepth = false; mActiveUniforms.clear(); } |