assert(!"not reached");
return -1;
}
+
+
+unsigned
+glsl_type::count_attribute_slots() const
+{
+ /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
+ *
+ * "A scalar input counts the same amount against this limit as a vec4,
+ * so applications may want to consider packing groups of four
+ * unrelated float inputs together into a vector to better utilize the
+ * capabilities of the underlying hardware. A matrix input will use up
+ * multiple locations. The number of locations used will equal the
+ * number of columns in the matrix."
+ *
+ * The spec does not explicitly say how arrays are counted. However, it
+ * should be safe to assume the total number of slots consumed by an array
+ * is the number of entries in the array multiplied by the number of slots
+ * consumed by a single element of the array.
+ */
+
+ if (this->is_array())
+ return this->array_size() * this->element_type()->count_attribute_slots();
+
+ if (this->is_matrix())
+ return this->matrix_columns;
+
+ return 1;
+}
*/
unsigned component_slots() const;
+ /**
+ * Calculate the number of attribute slots required to hold this type
+ *
+ * This implements the language rules of GLSL 1.50 for counting the number
+ * of slots used by a vertex attribute. It also determines the number of
+ * varying slots the type will use up in the absence of varying packing
+ * (and thus, it can be used to measure the number of varying slots used by
+ * the varyings that are generated by lower_packed_varyings).
+ */
+ unsigned count_attribute_slots() const;
+
+
/**
* Alignment in bytes of the start of this type in a std140 uniform
* block.
/* The packing rules used for vertex shader inputs are also
* used for fragment shader inputs.
*/
- varying_vectors += count_attribute_slots(var->type);
+ varying_vectors += var->type->count_attribute_slots();
}
}
}
-/**
- * Determine the number of attribute slots required for a particular type
- *
- * This code is here because it implements the language rules of a specific
- * GLSL version. Since it's a property of the language and not a property of
- * types in general, it doesn't really belong in glsl_type.
- */
-unsigned
-count_attribute_slots(const glsl_type *t)
-{
- /* From page 31 (page 37 of the PDF) of the GLSL 1.50 spec:
- *
- * "A scalar input counts the same amount against this limit as a vec4,
- * so applications may want to consider packing groups of four
- * unrelated float inputs together into a vector to better utilize the
- * capabilities of the underlying hardware. A matrix input will use up
- * multiple locations. The number of locations used will equal the
- * number of columns in the matrix."
- *
- * The spec does not explicitly say how arrays are counted. However, it
- * should be safe to assume the total number of slots consumed by an array
- * is the number of entries in the array multiplied by the number of slots
- * consumed by a single element of the array.
- */
-
- if (t->is_array())
- return t->array_size() * count_attribute_slots(t->element_type());
-
- if (t->is_matrix())
- return t->matrix_columns;
-
- return 1;
-}
-
-
/**
* Verify that a vertex shader executable meets all semantic requirements.
*
* that it doesn't collide with other assigned locations. Otherwise,
* add it to the list of variables that need linker-assigned locations.
*/
- const unsigned slots = count_attribute_slots(var->type);
+ const unsigned slots = var->type->count_attribute_slots();
if (var->location != -1) {
if (var->location >= generic_base && var->index < 1) {
/* From page 61 of the OpenGL 4.0 spec:
void
linker_warning(gl_shader_program *prog, const char *fmt, ...);
-unsigned
-count_attribute_slots(const glsl_type *t);
-
#endif /* GLSL_LINKER_H */