diff options
-rw-r--r-- | src/glsl/glsl_types.cpp | 37 |
1 files changed, 32 insertions, 5 deletions
diff --git a/src/glsl/glsl_types.cpp b/src/glsl/glsl_types.cpp index 0c639b3eb87..0c7e8eb11a3 100644 --- a/src/glsl/glsl_types.cpp +++ b/src/glsl/glsl_types.cpp @@ -846,13 +846,40 @@ glsl_type::count_attribute_slots() const * should be safe to assume the total number of slots consumed by an array * is the number of entries in the array multiplied by the number of slots * consumed by a single element of the array. + * + * The spec says nothing about how structs are counted, because vertex + * attributes are not allowed to be (or contain) structs. However, Mesa + * allows varying structs, the number of varying slots taken up by a + * varying struct is simply equal to the sum of the number of slots taken + * up by each element. */ + switch (this->base_type) { + case GLSL_TYPE_UINT: + case GLSL_TYPE_INT: + case GLSL_TYPE_FLOAT: + case GLSL_TYPE_BOOL: + return this->matrix_columns; - if (this->is_array()) - return this->array_size() * this->element_type()->count_attribute_slots(); + case GLSL_TYPE_STRUCT: + case GLSL_TYPE_INTERFACE: { + unsigned size = 0; - if (this->is_matrix()) - return this->matrix_columns; + for (unsigned i = 0; i < this->length; i++) + size += this->fields.structure[i].type->count_attribute_slots(); - return 1; + return size; + } + + case GLSL_TYPE_ARRAY: + return this->length * this->fields.array->count_attribute_slots(); + + case GLSL_TYPE_SAMPLER: + case GLSL_TYPE_VOID: + case GLSL_TYPE_ERROR: + break; + } + + assert(!"Unexpected type in count_attribute_slots()"); + + return 0; } |