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This patch makes changes to the behavior of glGetAttribLocation(),
glGetFragDataLocation() and glGetFragDataIndex() functions.
Code changes handle a case described in following example:
shader program:
layout(location = 1)in vec4[4] a;
void main()
{
}
Currently, glGetAttribLocation("a") returns 1.
glGetAttribLocation("a[i]"), where i = {0, 1, 2, 3}, returns -1.
But the expected locations for array elements are: 1, 2, 3 and 4
respectively.
This clarification came up with the addition of
ARB_program_interface_query to OpenGL 4.3.
From Page 326 (page 347 of the PDF) of OpenGL 4.3 spec:
"Otherwise, the command is equivalent to
GetProgramResourceLocation(program, PROGRAM_INPUT, name);"
And, From Page 101 (page 122 of the PDF) of OpenGL 4.3 spec:
"A string provided to GetProgramResourceLocation or
GetProgramResourceLocationIndex is considered to match an active
variable if
• the string exactly matches the name of the active variable;
• if the string identifies the base name of an active array, where
the string would exactly match the name of the variable if the
suffix "[0]" were appended to the string; or
• if the string identifies an active element of the array, where
the string ends with the concatenation of the "[" character, an
integer (with no "+" sign, extra leading zeroes, or whitespace)
identifying an array element, and the "]" character, the integer
is less than the number of active elements of the array variable,
and where the string would exactly match the enumerated name of
the array if the decimal integer were replaced with zero."
V2: Simplify get_matching_index() function.
Add relevant text from OpenGL spec in commit message.
Fixes failures in Khronos OpenGL CTS tests:
explicit_attrib_location_room
draw_instanced_max_vertex_attribs
Proprietary linux drivers of NVIDIA (331.49) matches the behavior
expected by OpenGL 4.3 spec.
Cc: <mesa-stable@lists.freedesktop.org>
Signed-off-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
(cherry picked from commit
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| bin | ||
| docs | ||
| doxygen | ||
| include | ||
| m4 | ||
| scons | ||
| src | ||
| .dir-locals.el | ||
| .gitattributes | ||
| .gitignore | ||
| Android.common.mk | ||
| Android.mk | ||
| autogen.sh | ||
| common.py | ||
| configure.ac | ||
| install-lib-links.mk | ||
| Makefile.am | ||
| SConstruct | ||
| VERSION | ||
File: docs/README.WIN32 Last updated: 21 June 2013 Quick Start ----- ----- Windows drivers are build with SCons. Makefiles or Visual Studio projects are no longer shipped or supported. Run scons osmesa mesagdi to build classic mesa Windows GDI drivers; or scons libgl-gdi to build gallium based GDI driver. This will work both with MSVS or Mingw. Windows Drivers ------- ------- At this time, only the gallium GDI driver is known to work. Source code also exists in the tree for other drivers in src/mesa/drivers/windows, but the status of this code is unknown. Recipe ------ Building on windows requires several open-source packages. These are steps that work as of this writing. 1) install python 2.7 2) install scons (latest) 3) install mingw, flex, and bison 4) install libxml2 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get libxml2-python-2.9.1.win-amd64-py2.7.exe 5) install pywin32 from here: http://www.lfd.uci.edu/~gohlke/pythonlibs get pywin32-218.4.win-amd64-py2.7.exe 6) install git 7) download mesa from git see http://www.mesa3d.org/repository.html 8) run scons General ------- After building, you can copy the above DLL files to a place in your PATH such as $SystemRoot/SYSTEM32. If you don't like putting things in a system directory, place them in the same directory as the executable(s). Be careful about accidentially overwriting files of the same name in the SYSTEM32 directory. The DLL files are built so that the external entry points use the stdcall calling convention. Static LIB files are not built. The LIB files that are built with are the linker import files associated with the DLL files. The si-glu sources are used to build the GLU libs. This was done mainly to get the better tessellator code. If you have a Windows-related build problem or question, please post to the mesa-dev or mesa-users list.