linker: Initial implementation of attribute slot allocation
This commit is contained in:
83
linker.cpp
83
linker.cpp
@@ -66,6 +66,7 @@
|
||||
#include <cstdlib>
|
||||
#include <cstdio>
|
||||
|
||||
#include "main/mtypes.h"
|
||||
#include "glsl_symbol_table.h"
|
||||
#include "glsl_parser_extras.h"
|
||||
#include "ir.h"
|
||||
@@ -107,6 +108,24 @@ private:
|
||||
};
|
||||
|
||||
|
||||
void
|
||||
invalidate_variable_locations(glsl_shader *sh, enum ir_variable_mode mode,
|
||||
int generic_base)
|
||||
{
|
||||
foreach_list(node, &sh->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->mode != (unsigned) mode))
|
||||
continue;
|
||||
|
||||
/* Only assign locations for generic attributes / varyings / etc.
|
||||
*/
|
||||
if (var->location >= generic_base)
|
||||
var->location = -1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Verify that a vertex shader executable meets all semantic requirements
|
||||
*
|
||||
@@ -415,6 +434,66 @@ assign_uniform_locations(struct glsl_program *prog)
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
assign_attribute_locations(glsl_shader *sh,
|
||||
struct gl_program_parameter_list *attrib)
|
||||
{
|
||||
unsigned used_locations = 0;
|
||||
|
||||
assert(sh->Type == GL_VERTEX_SHADER);
|
||||
|
||||
/* Operate in a total of three passes.
|
||||
*
|
||||
* 1. Invalidate the location assignments for all vertex shader inputs.
|
||||
*
|
||||
* 2. Assign locations for inputs that have user-defined (via
|
||||
* glBindVertexAttribLocation) locatoins.
|
||||
*
|
||||
* 3. Assign locations to any inputs without assigned locations.
|
||||
*/
|
||||
|
||||
invalidate_variable_locations(sh, ir_var_in, VERT_ATTRIB_GENERIC0);
|
||||
|
||||
if (attrib != NULL) {
|
||||
for (unsigned i = 0; i < attrib->NumParameters; i++) {
|
||||
ir_variable *const var =
|
||||
sh->symbols->get_variable(attrib->Parameters[i].Name);
|
||||
|
||||
if (var == NULL)
|
||||
continue;
|
||||
|
||||
const int attr = attrib->Parameters[i].StateIndexes[0];
|
||||
|
||||
var->location = VERT_ATTRIB_GENERIC0 + attr;
|
||||
used_locations |= (1 << attr);
|
||||
}
|
||||
}
|
||||
|
||||
foreach_list(node, &sh->ir) {
|
||||
ir_variable *const var = ((ir_instruction *) node)->as_variable();
|
||||
|
||||
if ((var == NULL) || (var->mode != ir_var_in))
|
||||
continue;
|
||||
|
||||
/* The location was explicitly assigned, nothing to do here.
|
||||
*/
|
||||
if (var->location != -1)
|
||||
continue;
|
||||
|
||||
/* Find an unused bit in used_locations and assign that as the
|
||||
* attribute location.
|
||||
*/
|
||||
for (unsigned i = 0; i < (8 * sizeof(used_locations)); i++) {
|
||||
if ((used_locations & (1 << i)) == 0) {
|
||||
var->location = VERT_ATTRIB_GENERIC0 + i;
|
||||
used_locations |= (1 << i);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void
|
||||
link_shaders(struct glsl_program *prog)
|
||||
{
|
||||
@@ -493,7 +572,9 @@ link_shaders(struct glsl_program *prog)
|
||||
|
||||
assign_uniform_locations(prog);
|
||||
|
||||
/* FINISHME: Assign vertex shader input locations. */
|
||||
if (prog->_LinkedShaders[0]->Type == GL_VERTEX_SHADER)
|
||||
assign_attribute_locations(prog->_LinkedShaders[0],
|
||||
prog->Attributes);
|
||||
|
||||
/* FINISHME: Assign vertex shader output / fragment shader input
|
||||
* FINISHME: locations.
|
||||
|
Reference in New Issue
Block a user