Add support for querying gl_DepthRange as an active uniform via GetActiveUniform.
TRAC #22865
Signed-off-by: Geoff Lang
Signed-off-by: Shannon Woods
Author: Jamie Madill
git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2292 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index a4b0810..803e8fa 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -1702,6 +1702,14 @@
success = false;
}
+ // special case for gl_DepthRange, the only built-in uniform (also a struct)
+ if (vertexShader->mUsesDepthRange || fragmentShader->mUsesDepthRange)
+ {
+ mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.near", 0));
+ mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.far", 0));
+ mUniforms.push_back(new Uniform(GL_FLOAT, GL_HIGH_FLOAT, "gl_DepthRange.diff", 0));
+ }
+
return success;
}