Implement vertex attribute binding.

Users can set explicit binding with glBindAttribLocation(), otherwise the
linker will allocate generic attribute slots.
This commit is contained in:
Brian
2007-01-09 17:49:24 -07:00
parent 5e75db12d7
commit 3209c3ed0d
10 changed files with 209 additions and 44 deletions

View File

@@ -40,6 +40,8 @@
#include "hash.h"
#include "program.h"
#include "prog_parameter.h"
#include "prog_print.h"
#include "prog_statevars.h"
#include "shader_api.h"
#include "slang_compile.h"
@@ -59,6 +61,7 @@ _mesa_new_shader_program(GLcontext *ctx, GLuint name)
shProg->Type = GL_SHADER_PROGRAM;
shProg->Name = name;
shProg->RefCount = 1;
shProg->Attributes = _mesa_new_parameter_list();
}
return shProg;
}
@@ -275,6 +278,8 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
GLint i;
GLint oldIndex;
if (!shProg) {
_mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)");
@@ -290,15 +295,21 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
return;
}
#if 0 /* XXXX */
if (name == NULL || index >= MAX_VERTEX_ATTRIBS)
_mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocationARB");
else if (IS_NAME_WITH_GL_PREFIX(name))
_mesa_error(ctx, GL_INVALID_OPERATION, "glBindAttribLocationARB");
else
(**pro).OverrideAttribBinding(pro, index, name);
RELEASE_PROGRAM(pro);
#endif
oldIndex = _mesa_get_attrib_location(ctx, program, name);
/* this will replace the current value if it's already in the list */
i = _mesa_add_attribute(shProg->Attributes, name, index);
if (i < 0) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
}
if (shProg->VertexProgram && oldIndex >= 0) {
_slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
}
printf("===== post BindAttrib:\n");
_mesa_print_program(&shProg->VertexProgram->Base);
}
@@ -541,11 +552,9 @@ _mesa_get_attrib_location(GLcontext *ctx, GLuint program,
return -1;
if (shProg->Attributes) {
GLuint i;
for (i = 0; i < shProg->Attributes->NumParameters; i++) {
if (!strcmp(shProg->Attributes->Parameters[i].Name, name)) {
return i;
}
GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
if (i >= 0) {
return shProg->Attributes->Parameters[i].StateIndexes[1];
}
}
return -1;
@@ -605,7 +614,7 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program,
*params = shProg->NumShaders;
break;
case GL_ACTIVE_ATTRIBUTES:
*params = shProg->Uniforms ? shProg->Uniforms->NumParameters : 0;
*params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
break;
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
*params = _mesa_parameter_longest_name(shProg->Attributes);