{
GLuint i;
- for (i = 0; self->count; i++)
+ for (i = 0; i < self->count; i++)
if (slang_string_compare (name, self->table[i].name) == 0)
return self->table[i].index;
return MAX_VERTEX_ATTRIBS;
slang_alloc_free (self->bindings[i].name);
}
+/*
+ * NOTE: If conventional vertex attribute gl_Vertex is used, application cannot use
+ * vertex attrib index 0 for binding override. Currently this is not checked.
+ * Although attrib index 0 is not used when not explicitly asked.
+ */
+
static GLuint can_allocate_attrib_slots (slang_attrib_bindings *self, GLuint index, GLuint count)
{
GLuint i;
{
GLuint i;
- for (i = 0; i <= MAX_VERTEX_ATTRIBS - count; i++)
+ for (i = 1; i <= MAX_VERTEX_ATTRIBS - count; i++)
{
GLuint size;
return i;
/* speed-up the search a bit */
- i += count;
+ i += size;
}
return MAX_VERTEX_ATTRIBS;
}
-static GLboolean add_attrib_binding (slang_attrib_bindings *self, slang_export_data_quant *q,
- const char *name, GLuint addr, GLuint index_override)
+static GLboolean
+add_attrib_binding (slang_attrib_bindings *self, slang_export_data_quant *q, const char *name,
+ GLuint addr, GLuint index_override)
{
const GLuint n = self->binding_count;
- GLuint slot_span, slot_index;
+ GLuint slot_span, slot_fill, slot_index;
GLuint i;
assert (slang_export_data_quant_simple (q));
switch (slang_export_data_quant_type (q))
{
case GL_FLOAT:
+ slot_span = 1;
+ slot_fill = 1;
+ break;
case GL_FLOAT_VEC2:
+ slot_span = 1;
+ slot_fill = 2;
+ break;
case GL_FLOAT_VEC3:
+ slot_span = 1;
+ slot_fill = 3;
+ break;
case GL_FLOAT_VEC4:
slot_span = 1;
+ slot_fill = 4;
break;
case GL_FLOAT_MAT2:
slot_span = 2;
+ slot_fill = 2;
break;
case GL_FLOAT_MAT3:
slot_span = 3;
+ slot_fill = 3;
break;
case GL_FLOAT_MAT4:
slot_span = 4;
+ slot_fill = 4;
break;
default:
assert (0);
self->bindings[n].first_slot_index = slot_index;
self->binding_count++;
- for (i = 0; i < slot_span; i++)
- self->slots[self->bindings[n].first_slot_index + i].addr = addr + i * 4;
+ for (i = 0; i < slot_span; i++) {
+ slang_attrib_slot *slot = &self->slots[self->bindings[n].first_slot_index + i];
+ slot->addr = addr + i * slot_fill * 4;
+ slot->fill = slot_fill;
+ }
return GL_TRUE;
}
slang_texture_usages_dtr (&self->texture_usage);
}
-static GLvoid slang_program_rst (slang_program *self)
+GLvoid slang_program_rst (slang_program *self)
{
GLuint i;
code[SLANG_COMMON_CODE_MAIN] = gc (tbl, "@main");
}
-GLboolean _slang_link (slang_program *prog, slang_translation_unit **units, GLuint count)
+GLboolean
+_slang_link (slang_program *prog, slang_code_object **objects, GLuint count)
{
GLuint i;
- slang_program_rst (prog);
-
for (i = 0; i < count; i++)
{
GLuint index;
- if (units[i]->type == slang_unit_fragment_shader)
- {
+ if (objects[i]->unit.type == slang_unit_fragment_shader) {
index = SLANG_SHADER_FRAGMENT;
- resolve_fragment_fixed (prog->fragment_fixed_entries, &units[i]->exp_data);
+ resolve_fragment_fixed (prog->fragment_fixed_entries, &objects[i]->expdata);
}
else
{
index = SLANG_SHADER_VERTEX;
- resolve_vertex_fixed (prog->vertex_fixed_entries, &units[i]->exp_data);
- if (!gather_attrib_bindings (&prog->attribs, &units[i]->exp_data,
- &prog->attrib_overrides))
+ resolve_vertex_fixed (prog->vertex_fixed_entries, &objects[i]->expdata);
+ if (!gather_attrib_bindings (&prog->attribs, &objects[i]->expdata,
+ &prog->attrib_overrides))
return GL_FALSE;
}
- if (!gather_active_variables (&prog->active_uniforms, &units[i]->exp_data,
- slang_exp_uniform))
+ if (!gather_active_variables (&prog->active_uniforms, &objects[i]->expdata, slang_exp_uniform))
return GL_FALSE;
- if (!gather_active_variables (&prog->active_attribs, &units[i]->exp_data,
- slang_exp_attribute))
+ if (!gather_active_variables (&prog->active_attribs, &objects[i]->expdata, slang_exp_attribute))
return GL_FALSE;
- if (!gather_uniform_bindings (&prog->uniforms, &units[i]->exp_data, index))
+ if (!gather_uniform_bindings (&prog->uniforms, &objects[i]->expdata, index))
return GL_FALSE;
- if (!gather_varying_bindings (&prog->varyings, &units[i]->exp_data,
- index == SLANG_SHADER_VERTEX))
+ if (!gather_varying_bindings (&prog->varyings, &objects[i]->expdata,
+ index == SLANG_SHADER_VERTEX))
return GL_FALSE;
- resolve_common_fixed (prog->common_fixed_entries[index], &units[i]->exp_data);
- resolve_common_code (prog->code[index], &units[i]->exp_code);
- prog->machines[index] = units[i]->machine;
- prog->assemblies[index] = units[i]->assembly;
+ resolve_common_fixed (prog->common_fixed_entries[index], &objects[i]->expdata);
+ resolve_common_code (prog->code[index], &objects[i]->expcode);
+ prog->machines[index] = &objects[i]->machine;
+ prog->assemblies[index] = &objects[i]->assembly;
}
/* TODO: all varyings read by fragment shader must be written by vertex shader */