[Mesa-dev] [PATCH 2/4] mesa: Keep track of user settings for fragment data locations
Ian Romanick
idr at freedesktop.org
Fri Nov 4 16:40:58 PDT 2011
From: Ian Romanick <ian.d.romanick at intel.com>
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
---
src/mesa/main/mtypes.h | 9 +++++++++
src/mesa/main/shader_query.cpp | 2 +-
src/mesa/main/shaderobj.c | 6 ++++++
3 files changed, 16 insertions(+), 1 deletions(-)
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index 6190972..5862f93 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2184,6 +2184,15 @@ struct gl_shader_program
*/
struct string_to_uint_map *AttributeBindings;
+ /**
+ * User-defined fragment data bindings
+ *
+ * These are set via \c glBindFragDataLocation and are used to direct the
+ * GLSL linker. These are \b not the values used in the compiled shader,
+ * and they are \b not the values returned by \c glGetFragDataLocation.
+ */
+ struct string_to_uint_map *FragDataBindings;
+
/** Transform feedback varyings */
struct {
GLenum BufferMode;
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index 0694b48..23667a1 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -267,7 +267,7 @@ _mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
* FRAG_RESULT_DATA0 because that's how the linker differentiates
* between built-in attributes and user-defined attributes.
*/
-
+ shProg->FragDataBindings->put(colorNumber + FRAG_RESULT_DATA0, name);
/*
* Note that this binding won't go into effect until
diff --git a/src/mesa/main/shaderobj.c b/src/mesa/main/shaderobj.c
index ccf7efd..5efc651 100644
--- a/src/mesa/main/shaderobj.c
+++ b/src/mesa/main/shaderobj.c
@@ -241,6 +241,7 @@ _mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog
prog->RefCount = 1;
prog->AttributeBindings = string_to_uint_map_ctor();
+ prog->FragDataBindings = string_to_uint_map_ctor();
#if FEATURE_ARB_geometry_shader4
prog->Geom.VerticesOut = 0;
@@ -311,6 +312,11 @@ _mesa_free_shader_program_data(struct gl_context *ctx,
shProg->AttributeBindings = NULL;
}
+ if (shProg->FragDataBindings) {
+ string_to_uint_map_dtor(shProg->FragDataBindings);
+ shProg->FragDataBindings = NULL;
+ }
+
/* detach shaders */
for (i = 0; i < shProg->NumShaders; i++) {
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
--
1.7.6.4
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