diff options
author | Brian Paul <[email protected]> | 2008-09-16 15:50:44 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2008-09-16 15:50:44 -0600 |
commit | e53296c928d80c6627a9551345c160533aa1a19e (patch) | |
tree | 28816070035898254f694606907d9197a27b2770 /src/mesa/shader/slang/slang_link.c | |
parent | 37607aeaf8b0fd35213635ba1c3743b6e059d48f (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.c | 139 |
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; } } |