linker: Assign attrib location 0 if gl_Vertex is not used

If gl_Vertex is not used in the shader, then attribute location 0 is
available for use.

Fixes piglit test case glsl-getattriblocation (bugzilla #29540).
This commit is contained in:
Ian Romanick
2010-08-13 12:30:41 -07:00
parent 204d4cbea0
commit c33e78f62b
+36 -1
View File
@@ -116,6 +116,38 @@ private:
};
/**
* Visitor that determines whether or not a variable is ever read.
*/
class find_deref_visitor : public ir_hierarchical_visitor {
public:
find_deref_visitor(const char *name)
: name(name), found(false)
{
/* empty */
}
virtual ir_visitor_status visit(ir_dereference_variable *ir)
{
if (strcmp(this->name, ir->var->name) == 0) {
this->found = true;
return visit_stop;
}
return visit_continue;
}
bool variable_found() const
{
return this->found;
}
private:
const char *name; /**< Find writes to a variable with this name. */
bool found; /**< Was a write to the variable found? */
};
void
linker_error_printf(gl_shader_program *prog, const char *fmt, ...)
{
@@ -1042,7 +1074,10 @@ assign_attribute_locations(gl_shader_program *prog, unsigned max_attribute_index
* be explicitly assigned by via glBindAttribLocation. Mark it as reserved
* to prevent it from being automatically allocated below.
*/
used_locations |= (1 << 0);
find_deref_visitor find("gl_Vertex");
find.run(sh->ir);
if (find.variable_found())
used_locations |= (1 << 0);
for (unsigned i = 0; i < num_attr; i++) {
/* Mask representing the contiguous slots that will be used by this