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author | Ian Romanick <[email protected]> | 2011-11-21 20:47:57 -0800 |
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committer | Ian Romanick <[email protected]> | 2011-11-29 11:14:28 -0800 |
commit | e6c314f7d2ed99714376fec6b7509a55535fa3ff (patch) | |
tree | 2c10d5f12ad2c416de6725f05b279346341d6146 /src/gallium/drivers/llvmpipe/lp_scene.c | |
parent | 03bbcd447cbaa28b52465ae1045013f1aff420c2 (diff) |
mesa: Allow generic attributes for glGetActiveAttrib and GL_ACTIVE_ATTRIBUTES
Page 77 (page 91 of the PDF) says about glGetActiveAttrib:
"The returned attribute name can be the name of a generic
attribute or a conventional attribute (which begin with the prefix
"gl_", see the OpenGL Shading Language specification for a
complete list)."
Page 261 (page 275 of the PDF) says about glGetProgramiv:
"If pname is ACTIVE_ATTRIBUTES, the number of active attributes in
program is returned."
It doesn't say anything about built-in vs. user-defined attributes.
From the language around glGetActiveAttrib and the lack of an
exclusion of built-in attributes, which exists other places (e.g.,
around glBindAttribLocation), we can infer that GL_ACTIVE_ATTRIBUTES
should include the active attribute count. It should also be included
in the values returned by glGetActiveAttrib.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=43138
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Eric Anholt <[email protected]>
Tested-by: Yi Sun <[email protected]>
Diffstat (limited to 'src/gallium/drivers/llvmpipe/lp_scene.c')
0 files changed, 0 insertions, 0 deletions