mesa: Move _mesa_GetAttribLocationARB to shader_query.cpp
This allows querying the linked shader itself rather than the Mesa IR. This is the first step towards removing gl_program::Attributes. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@@ -324,39 +324,6 @@ attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
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}
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static GLint
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get_attrib_location(struct gl_context *ctx, GLuint program, const GLchar *name)
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{
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struct gl_shader_program *shProg
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= _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
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if (!shProg) {
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return -1;
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}
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if (!shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glGetAttribLocation(program not linked)");
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return -1;
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}
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if (!name)
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return -1;
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if (shProg->VertexProgram) {
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const struct gl_program_parameter_list *attribs =
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shProg->VertexProgram->Base.Attributes;
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if (attribs) {
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GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
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if (i >= 0) {
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return attribs->Parameters[i].StateIndexes[0];
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}
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}
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}
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return -1;
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}
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static void
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bind_attrib_location(struct gl_context *ctx, GLuint program, GLuint index,
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const GLchar *name)
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@@ -1316,14 +1283,6 @@ _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
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}
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GLint GLAPIENTRY
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_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
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{
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GET_CURRENT_CONTEXT(ctx);
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return get_attrib_location(ctx, program, name);
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}
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/* GL_EXT_gpu_shader4, GL3 */
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GLint GLAPIENTRY
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_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
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