linker: Use app-specified fragment data location during linking
Fixes piglit's bindfragdata-link-error. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Paul Berry <stereotype441@gmail.com> Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
@@ -1139,12 +1139,6 @@ find_available_slots(unsigned used_mask, unsigned needed_count)
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* \return
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* \return
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* If locations are successfully assigned, true is returned. Otherwise an
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* If locations are successfully assigned, true is returned. Otherwise an
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* error is emitted to the shader link log and false is returned.
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* error is emitted to the shader link log and false is returned.
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*
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* \bug
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* Locations set via \c glBindFragDataLocation are not currently supported.
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* Only locations assigned automatically by the linker, explicitly set by a
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* layout qualifier, or explicitly set by a built-in variable (e.g., \c
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* gl_FragColor) are supported for fragment shaders.
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*/
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*/
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bool
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bool
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assign_attribute_or_color_locations(gl_shader_program *prog,
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assign_attribute_or_color_locations(gl_shader_program *prog,
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@@ -1168,7 +1162,8 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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* 1. Invalidate the location assignments for all vertex shader inputs.
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* 1. Invalidate the location assignments for all vertex shader inputs.
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*
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*
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* 2. Assign locations for inputs that have user-defined (via
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* 2. Assign locations for inputs that have user-defined (via
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* glBindVertexAttribLocation) locations.
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* glBindVertexAttribLocation) locations and outputs that have
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* user-defined locations (via glBindFragDataLocation).
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*
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*
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* 3. Sort the attributes without assigned locations by number of slots
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* 3. Sort the attributes without assigned locations by number of slots
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* required in decreasing order. Fragmentation caused by attribute
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* required in decreasing order. Fragmentation caused by attribute
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@@ -1229,6 +1224,13 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
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assert(binding >= VERT_ATTRIB_GENERIC0);
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assert(binding >= VERT_ATTRIB_GENERIC0);
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var->location = binding;
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var->location = binding;
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}
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}
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} else if (target_index == MESA_SHADER_FRAGMENT) {
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unsigned binding;
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if (prog->FragDataBindings->get(binding, var->name)) {
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assert(binding >= FRAG_RESULT_DATA0);
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var->location = binding;
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}
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}
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}
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/* If the variable is not a built-in and has a location statically
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/* If the variable is not a built-in and has a location statically
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@@ -2185,6 +2185,15 @@ struct gl_shader_program
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*/
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*/
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struct string_to_uint_map *AttributeBindings;
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struct string_to_uint_map *AttributeBindings;
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/**
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* User-defined fragment data bindings
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*
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* These are set via \c glBindFragDataLocation and are used to direct the
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* GLSL linker. These are \b not the values used in the compiled shader,
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* and they are \b not the values returned by \c glGetFragDataLocation.
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*/
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struct string_to_uint_map *FragDataBindings;
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/** Transform feedback varyings */
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/** Transform feedback varyings */
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struct {
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struct {
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GLenum BufferMode;
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GLenum BufferMode;
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@@ -267,7 +267,7 @@ _mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
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* FRAG_RESULT_DATA0 because that's how the linker differentiates
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* FRAG_RESULT_DATA0 because that's how the linker differentiates
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* between built-in attributes and user-defined attributes.
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* between built-in attributes and user-defined attributes.
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*/
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*/
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shProg->FragDataBindings->put(colorNumber + FRAG_RESULT_DATA0, name);
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/*
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/*
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* Note that this binding won't go into effect until
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* Note that this binding won't go into effect until
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@@ -240,6 +240,7 @@ _mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog
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prog->RefCount = 1;
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prog->RefCount = 1;
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prog->AttributeBindings = string_to_uint_map_ctor();
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prog->AttributeBindings = string_to_uint_map_ctor();
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prog->FragDataBindings = string_to_uint_map_ctor();
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#if FEATURE_ARB_geometry_shader4
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#if FEATURE_ARB_geometry_shader4
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prog->Geom.VerticesOut = 0;
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prog->Geom.VerticesOut = 0;
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@@ -316,6 +317,11 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
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shProg->AttributeBindings = NULL;
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shProg->AttributeBindings = NULL;
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}
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}
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if (shProg->FragDataBindings) {
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string_to_uint_map_dtor(shProg->FragDataBindings);
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shProg->FragDataBindings = NULL;
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}
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/* detach shaders */
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/* detach shaders */
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for (i = 0; i < shProg->NumShaders; i++) {
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for (i = 0; i < shProg->NumShaders; i++) {
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_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
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_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
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