[Mesa-dev] [PATCH v2 11/24] mesa: refactor GetActiveAttrib
Tapani Pälli
tapani.palli at intel.com
Wed Apr 1 05:14:27 PDT 2015
Instead of iterating IR, retrieve required information through
the new program resource functions.
Signed-off-by: Tapani Pälli <tapani.palli at intel.com>
Reviewed-by: Ilia Mirkin <imirkin at alum.mit.edu>
---
src/mesa/main/shader_query.cpp | 58 ++++++++++++++++++++----------------------
1 file changed, 27 insertions(+), 31 deletions(-)
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp
index ef5e6a2..0f7804c 100644
--- a/src/mesa/main/shader_query.cpp
+++ b/src/mesa/main/shader_query.cpp
@@ -147,45 +147,41 @@ _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
return;
}
- exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
- unsigned current_index = 0;
-
- foreach_in_list(ir_instruction, node, ir) {
- const ir_variable *const var = node->as_variable();
-
- if (!is_active_attrib(var))
- continue;
+ struct gl_program_resource *res =
+ _mesa_program_resource_find_index(shProg, GL_PROGRAM_INPUT,
+ desired_index);
- if (current_index == desired_index) {
- const char *var_name = var->name;
+ /* User asked for index that does not exist. */
+ if (!res) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
+ return;
+ }
- /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
- * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
- * active attributes.
- */
- if (var->data.mode == ir_var_system_value &&
- var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
- var_name = "gl_VertexID";
- }
+ const ir_variable *const var = RESOURCE_VAR(res);
- _mesa_copy_string(name, maxLength, length, var_name);
+ if (!is_active_attrib(var))
+ return;
- if (size)
- *size = (var->type->is_array()) ? var->type->length : 1;
+ const char *var_name = var->name;
- if (type)
- *type = var->type->gl_type;
+ /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
+ * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
+ * active attributes.
+ */
+ if (var->data.mode == ir_var_system_value &&
+ var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+ var_name = "gl_VertexID";
+ }
- return;
- }
+ _mesa_copy_string(name, maxLength, length, var_name);
- current_index++;
- }
+ if (size)
+ _mesa_program_resource_prop(shProg, res, desired_index, GL_ARRAY_SIZE,
+ size, "glGetActiveAttrib");
- /* If the loop did not return early, the caller must have asked for
- * an index that did not exit. Set an error.
- */
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
+ if (type)
+ _mesa_program_resource_prop(shProg, res, desired_index, GL_TYPE,
+ (GLint *) type, "glGetActiveAttrib");
}
/* Locations associated with shader variables (array or non-array) can be
--
2.1.0
More information about the mesa-dev
mailing list