}
void GLAPIENTRY
-_mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
+_mesa_BindAttribLocation(GLhandleARB program, GLuint index,
const GLcharARB *name)
{
GET_CURRENT_CONTEXT(ctx);
- const GLint size = -1; /* unknown size */
- GLint i;
- GLenum datatype = GL_FLOAT_VEC4;
-
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program_err(ctx, program, "glBindAttribLocation");
if (!shProg)
return;
}
- if (index >= ctx->Const.VertexProgram.MaxAttribs) {
+ if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs) {
_mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
return;
}
*/
}
+static bool
+is_active_attrib(const ir_variable *var)
+{
+ if (!var)
+ return false;
+
+ switch (var->data.mode) {
+ case ir_var_shader_in:
+ return var->data.location != -1;
+
+ case ir_var_system_value:
+ /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
+ * "For GetActiveAttrib, all active vertex shader input variables
+ * are enumerated, including the special built-in inputs gl_VertexID
+ * and gl_InstanceID."
+ */
+ return !strcmp(var->name, "gl_VertexID") ||
+ !strcmp(var->name, "gl_InstanceID");
+
+ default:
+ return false;
+ }
+}
+
void GLAPIENTRY
-_mesa_GetActiveAttribARB(GLhandleARB program, GLuint desired_index,
+_mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
GLsizei maxLength, GLsizei * length, GLint * size,
GLenum * type, GLcharARB * name)
{
foreach_list(node, ir) {
const ir_variable *const var = ((ir_instruction *) node)->as_variable();
- if (var == NULL
- || var->mode != ir_var_in
- || var->location == -1
- || var->location < VERT_ATTRIB_GENERIC0)
- continue;
+ if (!is_active_attrib(var))
+ continue;
if (current_index == desired_index) {
_mesa_copy_string(name, maxLength, length, var->name);
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
}
+/* Locations associated with shader variables (array or non-array) can be
+ * queried using its base name or using the base name appended with the
+ * valid array index. For example, in case of below vertex shader, valid
+ * queries can be made to know the location of "xyz", "array", "array[0]",
+ * "array[1]", "array[2]" and "array[3]". In this example index reurned
+ * will be 0, 0, 0, 1, 2, 3 respectively.
+ *
+ * [Vertex Shader]
+ * layout(location=0) in vec4 xyz;
+ * layout(location=1) in vec4[4] array;
+ * void main()
+ * { }
+ *
+ * This requirement came up with the addition of ARB_program_interface_query
+ * to OpenGL 4.3 specification. See page 101 (page 122 of the PDF) for details.
+ *
+ * This utility function is used by:
+ * _mesa_GetAttribLocation
+ * _mesa_GetFragDataLocation
+ * _mesa_GetFragDataIndex
+ *
+ * Returns 0:
+ * if the 'name' string matches var->name.
+ * Returns 'matched index':
+ * if the 'name' string matches var->name appended with valid array index.
+ */
+int static inline
+get_matching_index(const ir_variable *const var, const char *name) {
+ unsigned idx = 0;
+ const char *const paren = strchr(name, '[');
+ const unsigned len = (paren != NULL) ? paren - name : strlen(name);
+
+ if (paren != NULL) {
+ if (!var->type->is_array())
+ return -1;
+
+ char *endptr;
+ idx = (unsigned) strtol(paren + 1, &endptr, 10);
+ const unsigned idx_len = endptr != (paren + 1) ? endptr - paren - 1 : 0;
+
+ /* Validate the sub string representing index in 'name' string */
+ if ((idx > 0 && paren[1] == '0') /* leading zeroes */
+ || (idx == 0 && idx_len > 1) /* all zeroes */
+ || paren[1] == ' ' /* whitespace */
+ || endptr[0] != ']' /* closing brace */
+ || endptr[1] != '\0' /* null char */
+ || idx_len == 0 /* missing index */
+ || idx >= var->type->length) /* exceeding array bound */
+ return -1;
+ }
+
+ if (strncmp(var->name, name, len) == 0 && var->name[len] == '\0')
+ return idx;
+
+ return -1;
+}
+
GLint GLAPIENTRY
-_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
+_mesa_GetAttribLocation(GLhandleARB program, const GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
* attribute, or if an error occurs, -1 will be returned."
*/
if (var == NULL
- || var->mode != ir_var_in
- || var->location == -1
- || var->location < VERT_ATTRIB_GENERIC0)
+ || var->data.mode != ir_var_shader_in
+ || var->data.location == -1
+ || var->data.location < VERT_ATTRIB_GENERIC0)
+ continue;
+
+ int index = get_matching_index(var, (const char *) name);
+
+ if (index >= 0)
+ return var->data.location + index - VERT_ATTRIB_GENERIC0;
+ }
+
+ return -1;
+}
+
+
+unsigned
+_mesa_count_active_attribs(struct gl_shader_program *shProg)
+{
+ if (!shProg->LinkStatus
+ || shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
+ return 0;
+ }
+
+ exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
+ unsigned i = 0;
+
+ foreach_list(node, ir) {
+ const ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (!is_active_attrib(var))
+ continue;
+
+ i++;
+ }
+
+ return i;
+}
+
+
+size_t
+_mesa_longest_attribute_name_length(struct gl_shader_program *shProg)
+{
+ if (!shProg->LinkStatus
+ || shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
+ return 0;
+ }
+
+ exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
+ size_t longest = 0;
+
+ foreach_list(node, ir) {
+ const ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if (var == NULL
+ || var->data.mode != ir_var_shader_in
+ || var->data.location == -1)
+ continue;
+
+ const size_t len = strlen(var->name);
+ if (len >= longest)
+ longest = len + 1;
+ }
+
+ return longest;
+}
+
+void GLAPIENTRY
+_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
+ const GLchar *name)
+{
+ _mesa_BindFragDataLocationIndexed(program, colorNumber, 0, name);
+}
+
+void GLAPIENTRY
+_mesa_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber,
+ GLuint index, const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ struct gl_shader_program *const shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glBindFragDataLocationIndexed");
+ if (!shProg)
+ return;
+
+ if (!name)
+ return;
+
+ if (strncmp(name, "gl_", 3) == 0) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glBindFragDataLocationIndexed(illegal name)");
+ return;
+ }
+
+ if (index > 1) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(index)");
+ return;
+ }
+
+ if (index == 0 && colorNumber >= ctx->Const.MaxDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)");
+ return;
+ }
+
+ if (index == 1 && colorNumber >= ctx->Const.MaxDualSourceDrawBuffers) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)");
+ return;
+ }
+
+ /* Replace the current value if it's already in the list. Add
+ * FRAG_RESULT_DATA0 because that's how the linker differentiates
+ * between built-in attributes and user-defined attributes.
+ */
+ shProg->FragDataBindings->put(colorNumber + FRAG_RESULT_DATA0, name);
+ shProg->FragDataIndexBindings->put(index, name);
+ /*
+ * Note that this binding won't go into effect until
+ * glLinkProgram is called again.
+ */
+
+}
+
+GLint GLAPIENTRY
+_mesa_GetFragDataIndex(GLuint program, const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *const shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetFragDataIndex");
+
+ if (!shProg) {
+ return -1;
+ }
+
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetFragDataIndex(program not linked)");
+ return -1;
+ }
+
+ if (!name)
+ return -1;
+
+ if (strncmp(name, "gl_", 3) == 0) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetFragDataIndex(illegal name)");
+ return -1;
+ }
+
+ /* Not having a fragment shader is not an error.
+ */
+ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
+ return -1;
+
+ exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
+ foreach_list(node, ir) {
+ const ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ /* The extra check against FRAG_RESULT_DATA0 is because
+ * glGetFragDataLocation cannot be used on "conventional" attributes.
+ *
+ * From page 95 of the OpenGL 3.0 spec:
+ *
+ * "If name is not an active attribute, if name is a conventional
+ * attribute, or if an error occurs, -1 will be returned."
+ */
+ if (var == NULL
+ || var->data.mode != ir_var_shader_out
+ || var->data.location == -1
+ || var->data.location < FRAG_RESULT_DATA0)
+ continue;
+
+ if (get_matching_index(var, (const char *) name) >= 0)
+ return var->data.index;
+ }
+
+ return -1;
+}
+
+GLint GLAPIENTRY
+_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *const shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetFragDataLocation");
+
+ if (!shProg) {
+ return -1;
+ }
+
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetFragDataLocation(program not linked)");
+ return -1;
+ }
+
+ if (!name)
+ return -1;
+
+ if (strncmp(name, "gl_", 3) == 0) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetFragDataLocation(illegal name)");
+ return -1;
+ }
+
+ /* Not having a fragment shader is not an error.
+ */
+ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
+ return -1;
+
+ exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
+ foreach_list(node, ir) {
+ const ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ /* The extra check against FRAG_RESULT_DATA0 is because
+ * glGetFragDataLocation cannot be used on "conventional" attributes.
+ *
+ * From page 95 of the OpenGL 3.0 spec:
+ *
+ * "If name is not an active attribute, if name is a conventional
+ * attribute, or if an error occurs, -1 will be returned."
+ */
+ if (var == NULL
+ || var->data.mode != ir_var_shader_out
+ || var->data.location == -1
+ || var->data.location < FRAG_RESULT_DATA0)
continue;
- if (strcmp(var->name, name) == 0)
- return var->location - VERT_ATTRIB_GENERIC0;
+ int index = get_matching_index(var, (const char *) name);
+
+ if (index >= 0)
+ return var->data.location + index - FRAG_RESULT_DATA0;
}
return -1;