linker: Use app-specified fragment data location during linking

Fixes piglit's bindfragdata-link-error.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Paul Berry <stereotype441@gmail.com>
Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Ian Romanick 2011-11-04 16:08:52 -07:00
parent 4464a4b27b
commit b12b5d9ab5
4 changed files with 25 additions and 8 deletions

View File

@ -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

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@ -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;

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@ -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

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@ -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);