* \return
* If locations are successfully assigned, true is returned. Otherwise an
* error is emitted to the shader link log and false is returned.
- *
- * \bug
- * Locations set via \c glBindFragDataLocation are not currently supported.
- * Only locations assigned automatically by the linker, explicitly set by a
- * layout qualifier, or explicitly set by a built-in variable (e.g., \c
- * gl_FragColor) are supported for fragment shaders.
*/
bool
assign_attribute_or_color_locations(gl_shader_program *prog,
* 1. Invalidate the location assignments for all vertex shader inputs.
*
* 2. Assign locations for inputs that have user-defined (via
- * glBindVertexAttribLocation) locations.
+ * glBindVertexAttribLocation) locations and outputs that have
+ * user-defined locations (via glBindFragDataLocation).
*
* 3. Sort the attributes without assigned locations by number of slots
* required in decreasing order. Fragmentation caused by attribute
assert(binding >= VERT_ATTRIB_GENERIC0);
var->location = binding;
}
+ } else if (target_index == MESA_SHADER_FRAGMENT) {
+ unsigned binding;
+
+ if (prog->FragDataBindings->get(binding, var->name)) {
+ assert(binding >= FRAG_RESULT_DATA0);
+ var->location = binding;
+ }
}
/* If the variable is not a built-in and has a location statically
*/
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;
* 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
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;
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);