mesa: Determine GL_ACTIVE_ATTRIBUTE_MAX_LENGTH by walking the GLSL IR.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -212,3 +212,32 @@ _mesa_count_active_attribs(struct gl_shader_program *shProg)
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return i;
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}
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size_t
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_mesa_longest_attribute_name_length(struct gl_shader_program *shProg)
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{
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if (!shProg->LinkStatus
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|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
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return 0;
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}
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exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
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size_t longest = 0;
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foreach_list(node, ir) {
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const ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var == NULL
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|| var->mode != ir_var_in
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|| var->location == -1
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|| var->location < VERT_ATTRIB_GENERIC0)
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continue;
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const size_t len = strlen(var->name);
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if (len >= longest)
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longest = len + 1;
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}
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return longest;
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}
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