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authorBrian Paul <[email protected]>2008-09-16 15:50:44 -0600
committerBrian Paul <[email protected]>2008-09-16 15:50:44 -0600
commite53296c928d80c6627a9551345c160533aa1a19e (patch)
tree28816070035898254f694606907d9197a27b2770 /src/mesa/shader/slang/slang_link.c
parent37607aeaf8b0fd35213635ba1c3743b6e059d48f (diff)
mesa: rework GLSL vertex attribute binding
Calls to glBindAttribLocation() should not take effect until the next time that glLinkProgram() is called. gl_shader_program::Attributes now just contains user-defined bindings. gl_shader_program::VertexProgram->Attributes contains the actual/final bindings.
Diffstat (limited to 'src/mesa/shader/slang/slang_link.c')
-rw-r--r--src/mesa/shader/slang/slang_link.c139
1 files changed, 72 insertions, 67 deletions
diff --git a/src/mesa/shader/slang/slang_link.c b/src/mesa/shader/slang/slang_link.c
index 57dbfc23885..30035b4feea 100644
--- a/src/mesa/shader/slang/slang_link.c
+++ b/src/mesa/shader/slang/slang_link.c
@@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.2
*
- * Copyright (C) 2007 Brian Paul All Rights Reserved.
+ * Copyright (C) 2008 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@@ -215,74 +215,110 @@ link_uniform_vars(struct gl_shader_program *shProg,
* For example, if the vertex shader declared "attribute vec4 foobar" we'll
* allocate a generic vertex attribute for "foobar" and plug that value into
* the vertex program instructions.
+ * But if the user called glBindAttributeLocation(), those bindings will
+ * have priority.
*/
static GLboolean
_slang_resolve_attributes(struct gl_shader_program *shProg,
- struct gl_program *prog)
+ const struct gl_program *origProg,
+ struct gl_program *linkedProg)
{
+ GLint attribMap[MAX_VERTEX_ATTRIBS];
GLuint i, j;
GLbitfield usedAttributes;
- assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
+ assert(origProg != linkedProg);
+ assert(origProg->Target == GL_VERTEX_PROGRAM_ARB);
+ assert(linkedProg->Target == GL_VERTEX_PROGRAM_ARB);
if (!shProg->Attributes)
shProg->Attributes = _mesa_new_parameter_list();
+ if (linkedProg->Attributes) {
+ _mesa_free_parameter_list(linkedProg->Attributes);
+ }
+ linkedProg->Attributes = _mesa_new_parameter_list();
+
+
/* Build a bitmask indicating which attribute indexes have been
* explicitly bound by the user with glBindAttributeLocation().
*/
usedAttributes = 0x0;
for (i = 0; i < shProg->Attributes->NumParameters; i++) {
GLint attr = shProg->Attributes->Parameters[i].StateIndexes[0];
- usedAttributes |= attr;
+ usedAttributes |= (1 << attr);
+ }
+
+ /* initialize the generic attribute map entries to -1 */
+ for (i = 0; i < MAX_VERTEX_ATTRIBS; i++) {
+ attribMap[i] = -1;
}
/*
* Scan program for generic attribute references
*/
- for (i = 0; i < prog->NumInstructions; i++) {
- struct prog_instruction *inst = prog->Instructions + i;
+ 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 &&
inst->SrcReg[j].Index >= VERT_ATTRIB_GENERIC0) {
- /* this is a generic attrib */
- const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
- const char *name = prog->Attributes->Parameters[k].Name;
- /* See if this attrib name is in the program's attribute list
- * (i.e. was bound by the user).
+ /*
+ * OK, we've found a generic vertex attribute reference.
*/
- GLint index = _mesa_lookup_parameter_index(shProg->Attributes,
- -1, name);
- GLint attr;
- if (index >= 0) {
- /* found, user must have specified a binding */
- attr = shProg->Attributes->Parameters[index].StateIndexes[0];
- }
- else {
- /* Not found, choose our own attribute number.
- * Start at 1 since generic attribute 0 always aliases
- * glVertex/position.
+ const GLint k = inst->SrcReg[j].Index - VERT_ATTRIB_GENERIC0;
+
+ GLint attr = attribMap[k];
+
+ if (attr < 0) {
+ /* Need to figure out attribute mapping now.
+ */
+ const char *name = origProg->Attributes->Parameters[k].Name;
+ const GLint size = origProg->Attributes->Parameters[k].Size;
+ const GLenum type =origProg->Attributes->Parameters[k].DataType;
+ GLint index, attr;
+
+ /* See if there's a user-defined attribute binding for
+ * this name.
*/
- GLint size = prog->Attributes->Parameters[k].Size;
- GLenum datatype = prog->Attributes->Parameters[k].DataType;
- for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
- if (((1 << attr) & usedAttributes) == 0)
- break;
+ index = _mesa_lookup_parameter_index(shProg->Attributes,
+ -1, name);
+ if (index >= 0) {
+ /* Found a user-defined binding */
+ attr = shProg->Attributes->Parameters[index].StateIndexes[0];
}
- if (attr == MAX_VERTEX_ATTRIBS) {
- /* too many! XXX record error log */
- return GL_FALSE;
+ else {
+ /* No user-defined binding, choose our own attribute number.
+ * Start at 1 since generic attribute 0 always aliases
+ * glVertex/position.
+ */
+ for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
+ if (((1 << attr) & usedAttributes) == 0)
+ break;
+ }
+ if (attr == MAX_VERTEX_ATTRIBS) {
+ link_error(shProg, "Too many vertex attributes");
+ return GL_FALSE;
+ }
+
+ /* mark this attribute as used */
+ usedAttributes |= (1 << attr);
}
- _mesa_add_attribute(shProg->Attributes, name, size, datatype,attr);
- /* set the attribute as used */
- usedAttributes |= 1<<attr;
+ attribMap[k] = attr;
+
+ /* Save the final name->attrib binding so it can be queried
+ * with glGetAttributeLocation().
+ */
+ _mesa_add_attribute(linkedProg->Attributes, name,
+ size, type, attr);
}
+ /* update the instruction's src reg */
inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + attr;
}
}
}
+
return GL_TRUE;
}
@@ -344,36 +380,6 @@ _slang_update_inputs_outputs(struct gl_program *prog)
}
-/**
- * Scan a vertex program looking for instances of
- * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + oldAttrib) and replace with
- * (PROGRAM_INPUT, VERT_ATTRIB_GENERIC0 + newAttrib).
- * This is used when the user calls glBindAttribLocation on an already linked
- * shader program.
- */
-void
-_slang_remap_attribute(struct gl_program *prog, GLuint oldAttrib, GLuint newAttrib)
-{
- GLuint i, j;
-
- assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
-
- for (i = 0; i < prog->NumInstructions; i++) {
- struct prog_instruction *inst = prog->Instructions + i;
- for (j = 0; j < 3; j++) {
- if (inst->SrcReg[j].File == PROGRAM_INPUT) {
- if (inst->SrcReg[j].Index == VERT_ATTRIB_GENERIC0 + oldAttrib) {
- inst->SrcReg[j].Index = VERT_ATTRIB_GENERIC0 + newAttrib;
- }
- }
- }
- }
-
- _slang_update_inputs_outputs(prog);
-}
-
-
-
/** cast wrapper */
static struct gl_vertex_program *
vertex_program(struct gl_program *prog)
@@ -492,9 +498,8 @@ _slang_link(GLcontext *ctx,
/*_mesa_print_uniforms(shProg->Uniforms);*/
if (shProg->VertexProgram) {
- if (!_slang_resolve_attributes(shProg, &shProg->VertexProgram->Base)) {
- /*goto cleanup;*/
- _mesa_problem(ctx, "_slang_resolve_attributes() failed");
+ if (!_slang_resolve_attributes(shProg, &vertProg->Base,
+ &shProg->VertexProgram->Base)) {
return;
}
}