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Optional binding of variables can be processed before linking shader objects for creating shader program. It is activated by adding lines with a keyword "BindAttribLoc" followed by name and index as, "BindAttribLoc name_str1 <index1>" For example, [require] ...... BindAttrbLoc vertex 1 BindAttrbLoc coord 2 BindAttrbLoc col 3 This makes the shader-db run glBindAttribLocation(p, 1, "vertex"); glBindAttribLocation(p, 2, "coord"); glBindAttribLocation(p, 3, "col"); before glLinkProgram() to include these binding info in binary shader program. v2: get_shaders returns its own head of list for binding variables instead of using a global head to support parallel processing of multiple shader_tests Signed-off-by: Dongwon Kim <dongwon.kim@intel.com>
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