From 26c0394a964f13d0266b1dcf7283bf21b7bca340 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Tapani=20P=C3=A4lli?= Date: Wed, 11 Mar 2015 09:05:47 +0200 Subject: [PATCH] mesa: refactor GetActiveAttrib MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Instead of iterating IR, retrieve required information through the new program resource functions. Signed-off-by: Tapani Pälli Reviewed-by: Ilia Mirkin --- src/mesa/main/shader_query.cpp | 58 ++++++++++++++++------------------ 1 file changed, 27 insertions(+), 31 deletions(-) diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp index ef5e6a29aef..0f7804c3f13 100644 --- a/src/mesa/main/shader_query.cpp +++ b/src/mesa/main/shader_query.cpp @@ -147,45 +147,41 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index, return; } - exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; - unsigned current_index = 0; - - foreach_in_list(ir_instruction, node, ir) { - const ir_variable *const var = node->as_variable(); - - if (!is_active_attrib(var)) - continue; + struct gl_program_resource *res = + _mesa_program_resource_find_index(shProg, GL_PROGRAM_INPUT, + desired_index); - if (current_index == desired_index) { - const char *var_name = var->name; + /* User asked for index that does not exist. */ + if (!res) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)"); + return; + } - /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to - * consider gl_VertexIDMESA as gl_VertexID for purposes of checking - * active attributes. - */ - if (var->data.mode == ir_var_system_value && - var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) { - var_name = "gl_VertexID"; - } + const ir_variable *const var = RESOURCE_VAR(res); - _mesa_copy_string(name, maxLength, length, var_name); + if (!is_active_attrib(var)) + return; - if (size) - *size = (var->type->is_array()) ? var->type->length : 1; + const char *var_name = var->name; - if (type) - *type = var->type->gl_type; + /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to + * consider gl_VertexIDMESA as gl_VertexID for purposes of checking + * active attributes. + */ + if (var->data.mode == ir_var_system_value && + var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) { + var_name = "gl_VertexID"; + } - return; - } + _mesa_copy_string(name, maxLength, length, var_name); - current_index++; - } + if (size) + _mesa_program_resource_prop(shProg, res, desired_index, GL_ARRAY_SIZE, + size, "glGetActiveAttrib"); - /* If the loop did not return early, the caller must have asked for - * an index that did not exit. Set an error. - */ - _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)"); + if (type) + _mesa_program_resource_prop(shProg, res, desired_index, GL_TYPE, + (GLint *) type, "glGetActiveAttrib"); } /* Locations associated with shader variables (array or non-array) can be -- 2.30.2