glsl: Rename "vertex_input_slots" -> "is_vertex_input"
[mesa.git] / src / compiler / glsl / linker.cpp
index 63b3fdf5b0e431cd929f11978ce0ada58ae7b466..dcc8a57b6be8e7f565198704e98d8c255e2094a3 100644 (file)
@@ -2618,7 +2618,7 @@ assign_attribute_or_color_locations(gl_shader_program *prog,
          return false;
       }
 
-      const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX ? true : false);
+      const unsigned slots = var->type->count_attribute_slots(target_index == MESA_SHADER_VERTEX);
 
       /* If the variable is not a built-in and has a location statically
        * assigned in the shader (presumably via a layout qualifier), make sure
@@ -3518,8 +3518,9 @@ build_stageref(struct gl_shader_program *shProg, const char *name,
  */
 static gl_shader_variable *
 create_shader_variable(struct gl_shader_program *shProg,
-                       const ir_variable *in, bool use_implicit_location,
-                       int location_bias)
+                       const ir_variable *in,
+                       const char *name, const glsl_type *type,
+                       bool use_implicit_location, int location)
 {
    gl_shader_variable *out = ralloc(shProg, struct gl_shader_variable);
    if (!out)
@@ -3532,7 +3533,7 @@ create_shader_variable(struct gl_shader_program *shProg,
        in->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
       out->name = ralloc_strdup(shProg, "gl_VertexID");
    } else {
-      out->name = ralloc_strdup(shProg, in->name);
+      out->name = ralloc_strdup(shProg, name);
    }
 
    if (!out->name)
@@ -3557,10 +3558,10 @@ create_shader_variable(struct gl_shader_program *shProg,
        !(in->data.explicit_location || use_implicit_location)) {
       out->location = -1;
    } else {
-      out->location = in->data.location - location_bias;
+      out->location = location;
    }
 
-   out->type = in->type;
+   out->type = type;
    out->index = in->data.index;
    out->patch = in->data.patch;
    out->mode = in->data.mode;
@@ -3571,14 +3572,55 @@ create_shader_variable(struct gl_shader_program *shProg,
 static bool
 add_shader_variable(struct gl_shader_program *shProg, unsigned stage_mask,
                     GLenum programInterface, ir_variable *var,
-                    bool use_implicit_location, int location_bias)
+                    const char *name, const glsl_type *type,
+                    bool use_implicit_location, int location)
 {
-   gl_shader_variable *sha_v =
-      create_shader_variable(shProg, var, use_implicit_location, location_bias);
-   if (!sha_v)
-      return false;
+   const bool is_vertex_input =
+      programInterface == GL_PROGRAM_INPUT &&
+      stage_mask == MESA_SHADER_VERTEX;
+
+   switch (type->base_type) {
+   case GLSL_TYPE_STRUCT: {
+      /* From the ARB_program_interface_query specification:
+       *
+       *  "For an active variable declared as a structure, a separate entry
+       *   will be generated for each active structure member.  The name of
+       *   each entry is formed by concatenating the name of the structure,
+       *   the "."  character, and the name of the structure member.  If a
+       *   structure member to enumerate is itself a structure or array, these
+       *   enumeration rules are applied recursively."
+       */
+      unsigned field_location = location;
+      for (unsigned i = 0; i < type->length; i++) {
+         const struct glsl_struct_field *field = &type->fields.structure[i];
+         char *field_name = ralloc_asprintf(shProg, "%s.%s", name, field->name);
+         if (!add_shader_variable(shProg, stage_mask, programInterface,
+                                  var, field_name, field->type,
+                                  use_implicit_location, field_location))
+            return false;
+
+         field_location +=
+            field->type->count_attribute_slots(is_vertex_input);
+      }
+      return true;
+   }
+
+   default: {
+      /* From the ARB_program_interface_query specification:
+       *
+       *  "For an active variable declared as a single instance of a basic
+       *   type, a single entry will be generated, using the variable name
+       *   from the shader source."
+       */
+      gl_shader_variable *sha_v =
+         create_shader_variable(shProg, var, name, type,
+                                use_implicit_location, location);
+      if (!sha_v)
+         return false;
 
-   return add_program_resource(shProg, programInterface, sha_v, stage_mask);
+      return add_program_resource(shProg, programInterface, sha_v, stage_mask);
+   }
+   }
 }
 
 static bool
@@ -3630,7 +3672,8 @@ add_interface_variables(struct gl_shader_program *shProg,
          (stage == MESA_SHADER_FRAGMENT && var->data.mode == ir_var_shader_out);
 
       if (!add_shader_variable(shProg, 1 << stage, programInterface,
-                               var, vs_input_or_fs_output, loc_bias))
+                               var, var->name, var->type, vs_input_or_fs_output,
+                               var->data.location - loc_bias))
          return false;
    }
    return true;
@@ -3663,7 +3706,8 @@ add_packed_varyings(struct gl_shader_program *shProg, int stage, GLenum type)
             const int stage_mask =
                build_stageref(shProg, var->name, var->data.mode);
             if (!add_shader_variable(shProg, stage_mask,
-                                     iface, var, false, VARYING_SLOT_VAR0))
+                                     iface, var, var->name, var->type, false,
+                                     var->data.location - VARYING_SLOT_VAR0))
                return false;
          }
       }
@@ -3686,7 +3730,8 @@ add_fragdata_arrays(struct gl_shader_program *shProg)
 
          if (!add_shader_variable(shProg,
                                   1 << MESA_SHADER_FRAGMENT,
-                                  GL_PROGRAM_OUTPUT, var, true, FRAG_RESULT_DATA0))
+                                  GL_PROGRAM_OUTPUT, var, var->name, var->type,
+                                  true, var->data.location - FRAG_RESULT_DATA0))
             return false;
       }
    }