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authorBrian Paul <[email protected]>2009-08-12 12:31:57 -0600
committerBrian Paul <[email protected]>2009-08-12 12:35:13 -0600
commit8f9ee069250fe65bc19c5859963ee85db96e24e1 (patch)
treefd87dbc9b67ea8bfed2bb451c066d99c452b1c3b
parentfd5eda1423dff38ea1af589f7abd47b002a4f5ed (diff)
glsl: add gl_Vertex, gl_Normal, etc to list of active attributes
If a vertex shader uses gl_Vertex, gl_Normal, etc, we need to include them when the user queries the list of active attributes. Before this we were just including the user-defined attributes.
-rw-r--r--src/mesa/shader/slang/slang_link.c19
1 files changed, 19 insertions, 0 deletions
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c
index 826bc3dd157..d1e91d306d9 100644
--- a/src/mesa/shader/slang/slang_link.c
+++ b/src/mesa/shader/slang/slang_link.c
@@ -328,6 +328,7 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
GLint attribMap[MAX_VERTEX_GENERIC_ATTRIBS];
GLuint i, j;
GLbitfield usedAttributes; /* generics only, not legacy attributes */
+ GLbitfield inputsRead = 0x0;
assert(origProg != linkedProg);
assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
@@ -371,6 +372,10 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
for (i = 0; i < linkedProg->NumInstructions; i++) {
struct prog_instruction *inst = linkedProg->Instructions + i;
for (j = 0; j < 3; j++) {
+ if (inst->SrcReg[j].File == PROGRAM_INPUT) {
+ inputsRead |= (1 << inst->SrcReg[j].Index);
+ }
+
if (inst->SrcReg[j].File == PROGRAM_INPUT &&
inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
/*
@@ -432,6 +437,20 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
}
}
+ /* Handle pre-defined attributes here (gl_Vertex, gl_Normal, etc).
+ * When the user queries the active attributes we need to include both
+ * the user-defined attributes and the built-in ones.
+ */
+ for (i = VERT_ATTRIB_POS; i < VERT_ATTRIB_GENERIC0; i++) {
+ if (inputsRead & (1 << i)) {
+ _mesa_add_attribute(linkedProg->Attributes,
+ _slang_vert_attrib_name(i),
+ 1, /* size */
+ _slang_vert_attrib_type(i),
+ -1 /* attrib/input */);
+ }
+ }
+
return GL_TRUE;
}