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mesa: Make _mesa_GetActiveAttribARB use the attributes in the shader IR
Instead of relying on the mirror in the Mesa IR assembly shader, just use the variables actually stored in the GLSL IR. This will be a bit slower, but nobody cares about the performance of glGetActiveAttrib. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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1 changed files with 39 additions and 14 deletions
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@ -33,6 +33,7 @@
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#include "ir.h"
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#include "shaderobj.h"
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#include "program/hash_table.h"
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#include "../glsl/program.h"
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extern "C" {
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#include "shaderapi.h"
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@ -85,35 +86,59 @@ _mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
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}
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void GLAPIENTRY
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_mesa_GetActiveAttribARB(GLhandleARB program, GLuint index,
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_mesa_GetActiveAttribARB(GLhandleARB program, GLuint desired_index,
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GLsizei maxLength, GLsizei * length, GLint * size,
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GLenum * type, GLcharARB * name)
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{
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GET_CURRENT_CONTEXT(ctx);
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const struct gl_program_parameter_list *attribs = NULL;
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struct gl_shader_program *shProg;
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shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
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if (!shProg)
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return;
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if (shProg->VertexProgram)
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attribs = shProg->VertexProgram->Base.Attributes;
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if (!attribs || index >= attribs->NumParameters) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
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if (!shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_VALUE,
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"glGetActiveAttrib(program not linked)");
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return;
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}
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_mesa_copy_string(name, maxLength, length,
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attribs->Parameters[index].Name);
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if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)");
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return;
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}
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if (size)
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*size = attribs->Parameters[index].Size
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/ _mesa_sizeof_glsl_type(attribs->Parameters[index].DataType);
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exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
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unsigned current_index = 0;
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if (type)
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*type = attribs->Parameters[index].DataType;
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foreach_list(node, ir) {
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const ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var == NULL
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|| var->mode != ir_var_in
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|| var->location == -1
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|| var->location < VERT_ATTRIB_GENERIC0)
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continue;
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if (current_index == desired_index) {
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_mesa_copy_string(name, maxLength, length, var->name);
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if (size)
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*size = (var->type->is_array()) ? var->type->length : 1;
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if (type)
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*type = var->type->gl_type;
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return;
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}
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current_index++;
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}
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/* If the loop did not return early, the caller must have asked for
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* an index that did not exit. Set an error.
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*/
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_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
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}
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GLint GLAPIENTRY
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