From 523b611646ae15aa05ed37597ae9162de7290faf Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Wed, 17 Aug 2011 15:40:03 -0700 Subject: linker: Use gl_shader_program::AttributeBindings for attrib locations Signed-off-by: Ian Romanick Reviewed-by: Kenneth Graunke --- src/glsl/linker.cpp | 138 ++++++++++++++++++++++++---------------------------- 1 file changed, 64 insertions(+), 74 deletions(-) (limited to 'src/glsl/linker.cpp') diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 6d40dd2e393..9463f53055e 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1298,71 +1298,6 @@ assign_attribute_or_color_locations(gl_shader_program *prog, invalidate_variable_locations(sh, direction, generic_base); - if ((target_index == MESA_SHADER_VERTEX) && (prog->Attributes != NULL)) { - for (unsigned i = 0; i < prog->Attributes->NumParameters; i++) { - ir_variable *const var = - sh->symbols->get_variable(prog->Attributes->Parameters[i].Name); - - /* Note: attributes that occupy multiple slots, such as arrays or - * matrices, may appear in the attrib array multiple times. - */ - if ((var == NULL) || (var->location != -1)) - continue; - - /* From page 61 of the OpenGL 4.0 spec: - * - * "LinkProgram will fail if the attribute bindings assigned by - * BindAttribLocation do not leave not enough space to assign a - * location for an active matrix attribute or an active attribute - * array, both of which require multiple contiguous generic - * attributes." - * - * Previous versions of the spec contain similar language but omit the - * bit about attribute arrays. - * - * Page 61 of the OpenGL 4.0 spec also says: - * - * "It is possible for an application to bind more than one - * attribute name to the same location. This is referred to as - * aliasing. This will only work if only one of the aliased - * attributes is active in the executable program, or if no path - * through the shader consumes more than one attribute of a set - * of attributes aliased to the same location. A link error can - * occur if the linker determines that every path through the - * shader consumes multiple aliased attributes, but - * implementations are not required to generate an error in this - * case." - * - * These two paragraphs are either somewhat contradictory, or I don't - * fully understand one or both of them. - */ - /* FINISHME: The code as currently written does not support attribute - * FINISHME: location aliasing (see comment above). - */ - const int attr = prog->Attributes->Parameters[i].StateIndexes[0]; - const unsigned slots = count_attribute_slots(var->type); - - /* Mask representing the contiguous slots that will be used by this - * attribute. - */ - const unsigned use_mask = (1 << slots) - 1; - - /* Generate a link error if the set of bits requested for this - * attribute overlaps any previously allocated bits. - */ - if ((~(use_mask << attr) & used_locations) != used_locations) { - linker_error(prog, - "insufficient contiguous attribute locations " - "available for vertex shader input `%s'", - var->name); - return false; - } - - var->location = VERT_ATTRIB_GENERIC0 + attr; - used_locations |= (use_mask << attr); - } - } - /* Temporary storage for the set of attributes that need locations assigned. */ struct temp_attr { @@ -1389,28 +1324,83 @@ assign_attribute_or_color_locations(gl_shader_program *prog, continue; if (var->explicit_location) { - const unsigned slots = count_attribute_slots(var->type); - const unsigned use_mask = (1 << slots) - 1; - const int attr = var->location - generic_base; - if ((var->location >= (int)(max_index + generic_base)) || (var->location < 0)) { linker_error(prog, "invalid explicit location %d specified for `%s'\n", - (var->location < 0) ? var->location : attr, + (var->location < 0) + ? var->location : var->location - generic_base, var->name); return false; - } else if (var->location >= generic_base) { - used_locations |= (use_mask << attr); + } + } else if (target_index == MESA_SHADER_VERTEX) { + unsigned binding; + + if (prog->AttributeBindings->get(binding, var->name)) { + assert(binding >= VERT_ATTRIB_GENERIC0); + var->location = binding; } } /* The location was explicitly assigned, nothing to do here. */ - if (var->location != -1) + const unsigned slots = count_attribute_slots(var->type); + if (var->location != -1) { + if (var->location >= generic_base) { + /* From page 61 of the OpenGL 4.0 spec: + * + * "LinkProgram will fail if the attribute bindings assigned + * by BindAttribLocation do not leave not enough space to + * assign a location for an active matrix attribute or an + * active attribute array, both of which require multiple + * contiguous generic attributes." + * + * Previous versions of the spec contain similar language but omit + * the bit about attribute arrays. + * + * Page 61 of the OpenGL 4.0 spec also says: + * + * "It is possible for an application to bind more than one + * attribute name to the same location. This is referred to as + * aliasing. This will only work if only one of the aliased + * attributes is active in the executable program, or if no + * path through the shader consumes more than one attribute of + * a set of attributes aliased to the same location. A link + * error can occur if the linker determines that every path + * through the shader consumes multiple aliased attributes, + * but implementations are not required to generate an error + * in this case." + * + * These two paragraphs are either somewhat contradictory, or I + * don't fully understand one or both of them. + */ + /* FINISHME: The code as currently written does not support + * FINISHME: attribute location aliasing (see comment above). + */ + /* Mask representing the contiguous slots that will be used by + * this attribute. + */ + const unsigned attr = var->location - generic_base; + const unsigned use_mask = (1 << slots) - 1; + + /* Generate a link error if the set of bits requested for this + * attribute overlaps any previously allocated bits. + */ + if ((~(use_mask << attr) & used_locations) != used_locations) { + linker_error(prog, + "insufficient contiguous attribute locations " + "available for vertex shader input `%s'", + var->name); + return false; + } + + used_locations |= (use_mask << attr); + } + continue; + } - to_assign[num_attr].slots = count_attribute_slots(var->type); + to_assign[num_attr].slots = slots; to_assign[num_attr].var = var; num_attr++; } -- cgit v1.2.3