const char *name, const glsl_type *type,
bool use_implicit_location, int location)
{
- gl_shader_variable *sha_v =
- create_shader_variable(shProg, var, name, type,
- use_implicit_location, location);
- if (!sha_v)
- return false;
+ const bool vertex_input_slots =
+ 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(vertex_input_slots);
+ }
+ 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