From: Ian Romanick Date: Fri, 4 Nov 2011 23:08:52 +0000 (-0700) Subject: linker: Use app-specified fragment data location during linking X-Git-Tag: 062012170305~3277 X-Git-Url: http://review.tizen.org/git/?a=commitdiff_plain;h=b12b5d9ab5c0153c93ca5ad9cd93cb36e41be4eb;p=profile%2Fivi%2Fmesa.git linker: Use app-specified fragment data location during linking Fixes piglit's bindfragdata-link-error. Signed-off-by: Ian Romanick Reviewed-by: Paul Berry Reviewed-by: Eric Anholt --- diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index d2f68cb..0306b7a 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -1139,12 +1139,6 @@ find_available_slots(unsigned used_mask, unsigned needed_count) * \return * If locations are successfully assigned, true is returned. Otherwise an * error is emitted to the shader link log and false is returned. - * - * \bug - * Locations set via \c glBindFragDataLocation are not currently supported. - * Only locations assigned automatically by the linker, explicitly set by a - * layout qualifier, or explicitly set by a built-in variable (e.g., \c - * gl_FragColor) are supported for fragment shaders. */ bool assign_attribute_or_color_locations(gl_shader_program *prog, @@ -1168,7 +1162,8 @@ assign_attribute_or_color_locations(gl_shader_program *prog, * 1. Invalidate the location assignments for all vertex shader inputs. * * 2. Assign locations for inputs that have user-defined (via - * glBindVertexAttribLocation) locations. + * glBindVertexAttribLocation) locations and outputs that have + * user-defined locations (via glBindFragDataLocation). * * 3. Sort the attributes without assigned locations by number of slots * required in decreasing order. Fragmentation caused by attribute @@ -1229,6 +1224,13 @@ assign_attribute_or_color_locations(gl_shader_program *prog, assert(binding >= VERT_ATTRIB_GENERIC0); var->location = binding; } + } else if (target_index == MESA_SHADER_FRAGMENT) { + unsigned binding; + + if (prog->FragDataBindings->get(binding, var->name)) { + assert(binding >= FRAG_RESULT_DATA0); + var->location = binding; + } } /* If the variable is not a built-in and has a location statically diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 5f2456c..ae6a33e 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2185,6 +2185,15 @@ struct gl_shader_program */ struct string_to_uint_map *AttributeBindings; + /** + * User-defined fragment data bindings + * + * These are set via \c glBindFragDataLocation and are used to direct the + * GLSL linker. These are \b not the values used in the compiled shader, + * and they are \b not the values returned by \c glGetFragDataLocation. + */ + struct string_to_uint_map *FragDataBindings; + /** Transform feedback varyings */ struct { GLenum BufferMode; diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp index 0694b48..23667a1 100644 --- a/src/mesa/main/shader_query.cpp +++ b/src/mesa/main/shader_query.cpp @@ -267,7 +267,7 @@ _mesa_BindFragDataLocation(GLuint program, GLuint colorNumber, * 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); /* * Note that this binding won't go into effect until diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c index 9abf606..454007f 100644 --- a/src/mesa/main/shaderobj.c +++ b/src/mesa/main/shaderobj.c @@ -240,6 +240,7 @@ _mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog prog->RefCount = 1; prog->AttributeBindings = string_to_uint_map_ctor(); + prog->FragDataBindings = string_to_uint_map_ctor(); #if FEATURE_ARB_geometry_shader4 prog->Geom.VerticesOut = 0; @@ -316,6 +317,11 @@ _mesa_free_shader_program_data(struct gl_context *ctx, shProg->AttributeBindings = NULL; } + if (shProg->FragDataBindings) { + string_to_uint_map_dtor(shProg->FragDataBindings); + shProg->FragDataBindings = NULL; + } + /* detach shaders */ for (i = 0; i < shProg->NumShaders; i++) { _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);