mesa: refactor GetFragDataIndex

Use _mesa_program_resource_location_index to fetch index.

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Martin Peres <martin.peres@linux.intel.com>
This commit is contained in:
Tapani Pälli 2015-03-12 15:14:31 +02:00
parent 62057c77f1
commit 4e7f134f89

View file

@ -428,29 +428,8 @@ _mesa_GetFragDataIndex(GLuint program, const GLchar *name)
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
return -1;
exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
foreach_in_list(ir_instruction, node, ir) {
const ir_variable *const var = node->as_variable();
/* The extra check against FRAG_RESULT_DATA0 is because
* glGetFragDataLocation cannot be used on "conventional" attributes.
*
* From page 95 of the OpenGL 3.0 spec:
*
* "If name is not an active attribute, if name is a conventional
* attribute, or if an error occurs, -1 will be returned."
*/
if (var == NULL
|| var->data.mode != ir_var_shader_out
|| var->data.location == -1
|| var->data.location < FRAG_RESULT_DATA0)
continue;
if (get_matching_index(var, (const char *) name) >= 0)
return var->data.index;
}
return -1;
return _mesa_program_resource_location_index(shProg, GL_PROGRAM_OUTPUT,
name);
}
GLint GLAPIENTRY