run: handling binding of attribute variable name (v2)
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>
Showing
Please register or sign in to comment