Move count_attribute_slots() out of the linker and into glsl_type.
Our previous justification for leaving this function out of glsl_type was that it implemented counting rules that were specific to GLSL 1.50. However, these counting rules also describe the number of varying slots that Mesa will assign to a varying in the absence of varying packing. That's useful to be able to compute from outside of the linker code (a future patch will use it from ir_set_program_inouts.cpp). So go ahead and move it to glsl_type. Reviewed-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -297,41 +297,6 @@ link_invalidate_variable_locations(gl_shader *sh, int input_base,
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}
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/**
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* Determine the number of attribute slots required for a particular type
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*
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* This code is here because it implements the language rules of a specific
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* GLSL version. Since it's a property of the language and not a property of
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* types in general, it doesn't really belong in glsl_type.
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*/
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unsigned
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count_attribute_slots(const glsl_type *t)
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{
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/* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
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*
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* "A scalar input counts the same amount against this limit as a vec4,
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* so applications may want to consider packing groups of four
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* unrelated float inputs together into a vector to better utilize the
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* capabilities of the underlying hardware. A matrix input will use up
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* multiple locations. The number of locations used will equal the
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* number of columns in the matrix."
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*
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* The spec does not explicitly say how arrays are counted. However, it
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* should be safe to assume the total number of slots consumed by an array
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* is the number of entries in the array multiplied by the number of slots
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* consumed by a single element of the array.
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*/
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if (t->is_array())
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return t->array_size() * count_attribute_slots(t->element_type());
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if (t->is_matrix())
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return t->matrix_columns;
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return 1;
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}
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/**
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* Verify that a vertex shader executable meets all semantic requirements.
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*
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@@ -1334,7 +1299,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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* that it doesn't collide with other assigned locations. Otherwise,
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* add it to the list of variables that need linker-assigned locations.
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*/
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const unsigned slots = count_attribute_slots(var->type);
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const unsigned slots = var->type->count_attribute_slots();
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if (var->location != -1) {
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if (var->location >= generic_base && var->index < 1) {
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/* From page 61 of the OpenGL 4.0 spec:
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