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mesa: Extract is_active_attrib() in shaderapi
The rules are about to get a bit more complex to account for gl_InstanceID and gl_VertexID, which are system values. Extracting this first avoids introducing duplication. Signed-off-by: Chris Forbes <chrisf@ijw.co.nz> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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1 changed files with 19 additions and 8 deletions
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@ -76,6 +76,21 @@ _mesa_BindAttribLocation(GLhandleARB program, GLuint index,
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*/
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}
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static bool
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is_active_attrib(const ir_variable *var)
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{
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if (!var)
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return false;
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switch (var->data.mode) {
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case ir_var_shader_in:
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return var->data.location != -1;
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default:
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return false;
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}
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}
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void GLAPIENTRY
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_mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
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GLsizei maxLength, GLsizei * length, GLint * size,
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@ -105,10 +120,8 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
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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->data.mode != ir_var_shader_in
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|| var->data.location == -1)
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continue;
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if (!is_active_attrib(var))
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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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@ -196,10 +209,8 @@ _mesa_count_active_attribs(struct gl_shader_program *shProg)
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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->data.mode != ir_var_shader_in
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|| var->data.location == -1)
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continue;
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if (!is_active_attrib(var))
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continue;
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i++;
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}
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