glsl: move max_index calc to assign_attribute_or_color_locations

Change function to get all gl_constants for inspection, this is used
by follow-up patch.

v2: rebase, update function documentation

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
This commit is contained in:
Tapani Pälli
2015-07-27 13:29:20 +03:00
parent 2e04492a14
commit b868971e78
+15 -8
View File
@@ -2313,12 +2313,10 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
* Assign locations for either VS inputs or FS outputs
*
* \param prog Shader program whose variables need locations assigned
* \param constants Driver specific constant values for the program.
* \param target_index Selector for the program target to receive location
* assignmnets. Must be either \c MESA_SHADER_VERTEX or
* \c MESA_SHADER_FRAGMENT.
* \param max_index Maximum number of generic locations. This corresponds
* to either the maximum number of draw buffers or the
* maximum number of generic attributes.
*
* \return
* If locations are successfully assigned, true is returned. Otherwise an
@@ -2326,9 +2324,17 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
*/
bool
assign_attribute_or_color_locations(gl_shader_program *prog,
unsigned target_index,
unsigned max_index)
struct gl_constants *constants,
unsigned target_index)
{
/* Maximum number of generic locations. This corresponds to either the
* maximum number of draw buffers or the maximum number of generic
* attributes.
*/
unsigned max_index = (target_index == MESA_SHADER_VERTEX) ?
constants->Program[target_index].MaxAttribs :
MAX2(constants->MaxDrawBuffers, constants->MaxDualSourceDrawBuffers);
/* Mark invalid locations as being used.
*/
unsigned used_locations = (max_index >= 32)
@@ -3648,12 +3654,13 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
}
if (!assign_attribute_or_color_locations(prog, MESA_SHADER_VERTEX,
ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs)) {
if (!assign_attribute_or_color_locations(prog, &ctx->Const,
MESA_SHADER_VERTEX)) {
goto done;
}
if (!assign_attribute_or_color_locations(prog, MESA_SHADER_FRAGMENT, MAX2(ctx->Const.MaxDrawBuffers, ctx->Const.MaxDualSourceDrawBuffers))) {
if (!assign_attribute_or_color_locations(prog, &ctx->Const,
MESA_SHADER_FRAGMENT)) {
goto done;
}