• Dongwon Kim's avatar
    run: handling binding of attribute variable name (v2) · 109520ba
    Dongwon Kim authored
    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: default avatarDongwon Kim <dongwon.kim@intel.com>
    109520ba
Name
Last commit
Last update
licenses Loading commit data...
shaders Loading commit data...
.gitignore Loading commit data...
COPYING Loading commit data...
Makefile Loading commit data...
README Loading commit data...
check_dependencies.pl Loading commit data...
fd-report.py Loading commit data...
intel_run Loading commit data...
intel_stub.c Loading commit data...
nv-report.py Loading commit data...
report.py Loading commit data...
run.c Loading commit data...
run.py Loading commit data...
si-report.py Loading commit data...