• 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
run.c 36.3 KB