glsl: Expand count_attribute_slots() to cover structs.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Paul Berry
2013-07-31 08:24:48 -07:00
parent 0026ad4994
commit 7d95d2b4c9
+33 -6
View File
@@ -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.
*/
if (this->is_array())
return this->array_size() * this->element_type()->count_attribute_slots();
if (this->is_matrix())
switch (this->base_type) {
case GLSL_TYPE_UINT:
case GLSL_TYPE_INT:
case GLSL_TYPE_FLOAT:
case GLSL_TYPE_BOOL:
return this->matrix_columns;
return 1;
case GLSL_TYPE_STRUCT:
case GLSL_TYPE_INTERFACE: {
unsigned size = 0;
for (unsigned i = 0; i < this->length; i++)
size += this->fields.structure[i].type->count_attribute_slots();
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;
}