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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>
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1 changed files with 2 additions and 23 deletions
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@ -428,29 +428,8 @@ _mesa_GetFragDataIndex(GLuint program, const GLchar *name)
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if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
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if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
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return -1;
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return -1;
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exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
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return _mesa_program_resource_location_index(shProg, GL_PROGRAM_OUTPUT,
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foreach_in_list(ir_instruction, node, ir) {
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name);
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const ir_variable *const var = node->as_variable();
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/* The extra check against FRAG_RESULT_DATA0 is because
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* glGetFragDataLocation cannot be used on "conventional" attributes.
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*
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* From page 95 of the OpenGL 3.0 spec:
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*
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* "If name is not an active attribute, if name is a conventional
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* attribute, or if an error occurs, -1 will be returned."
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*/
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if (var == NULL
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|| var->data.mode != ir_var_shader_out
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|| var->data.location == -1
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|| var->data.location < FRAG_RESULT_DATA0)
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continue;
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if (get_matching_index(var, (const char *) name) >= 0)
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return var->data.index;
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}
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return -1;
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}
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}
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GLint GLAPIENTRY
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GLint GLAPIENTRY
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