mesa: Move _mesa_GetAttribLocationARB to shader_query.cpp

This allows querying the linked shader itself rather than the Mesa IR.
This is the first step towards removing gl_program::Attributes.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick
2011-08-16 12:51:25 -07:00
parent 7bbcc0b832
commit b7fa0d0727
3 changed files with 90 additions and 42 deletions
+88
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@@ -0,0 +1,88 @@
/*
* Copyright © 2011 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file shader_query.cpp
* C-to-C++ bridge functions to query GLSL shader data
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
#include "main/core.h"
#include "glsl_symbol_table.h"
#include "ir.h"
#include "shaderobj.h"
extern "C" {
#include "shaderapi.h"
}
GLint GLAPIENTRY
_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
if (!shProg) {
return -1;
}
if (!shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetAttribLocation(program not linked)");
return -1;
}
if (!name)
return -1;
/* Not having a vertex shader is not an error.
*/
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)
return -1;
exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
foreach_list(node, ir) {
const ir_variable *const var = ((ir_instruction *) node)->as_variable();
/* The extra check against VERT_ATTRIB_GENERIC0 is because
* glGetAttribLocation cannot be used on "conventional" attributes.
*
* From page 95 of the OpenGL 3.0 spec:
*
* "If name is not an active attribute, if name is a conventional
* attribute, or if an error occurs, -1 will be returned."
*/
if (var == NULL
|| var->mode != ir_var_in
|| var->location == -1
|| var->location < VERT_ATTRIB_GENERIC0)
continue;
if (strcmp(var->name, name) == 0)
return var->location - VERT_ATTRIB_GENERIC0;
}
return -1;
}
-41
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@@ -324,39 +324,6 @@ attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
}
static GLint
get_attrib_location(struct gl_context *ctx, GLuint program, const GLchar *name)
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
if (!shProg) {
return -1;
}
if (!shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetAttribLocation(program not linked)");
return -1;
}
if (!name)
return -1;
if (shProg->VertexProgram) {
const struct gl_program_parameter_list *attribs =
shProg->VertexProgram->Base.Attributes;
if (attribs) {
GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
if (i >= 0) {
return attribs->Parameters[i].StateIndexes[0];
}
}
}
return -1;
}
static void
bind_attrib_location(struct gl_context *ctx, GLuint program, GLuint index,
const GLchar *name)
@@ -1316,14 +1283,6 @@ _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
}
GLint GLAPIENTRY
_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
return get_attrib_location(ctx, program, name);
}
/* GL_EXT_gpu_shader4, GL3 */
GLint GLAPIENTRY
_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
+2 -1
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@@ -104,7 +104,8 @@ MAIN_SOURCES = \
$(MAIN_ES_SOURCES)
MAIN_CXX_SOURCES = \
main/ff_fragment_shader.cpp
main/ff_fragment_shader.cpp \
main/shader_query.cpp
MATH_SOURCES = \
math/m_debug_clip.c \