Use _mesa_program_resource_location_index to fetch index. Signed-off-by: Tapani Pälli <tapani.pa...@intel.com> --- src/mesa/main/shader_query.cpp | 25 ++----------------------- 1 file changed, 2 insertions(+), 23 deletions(-)
diff --git a/src/mesa/main/shader_query.cpp b/src/mesa/main/shader_query.cpp index f576972..8b7105a 100644 --- a/src/mesa/main/shader_query.cpp +++ b/src/mesa/main/shader_query.cpp @@ -417,29 +417,8 @@ _mesa_GetFragDataIndex(GLuint program, const GLchar *name) if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) return -1; - exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir; - foreach_in_list(ir_instruction, node, ir) { - const ir_variable *const var = node->as_variable(); - - /* The extra check against FRAG_RESULT_DATA0 is because - * glGetFragDataLocation cannot be used on "conventional" attributes. - * - * From page 95 of the OpenGL 3.0 spec: - * - * "If name is not an active attribute, if name is a conventional - * attribute, or if an error occurs, -1 will be returned." - */ - if (var == NULL - || var->data.mode != ir_var_shader_out - || var->data.location == -1 - || var->data.location < FRAG_RESULT_DATA0) - continue; - - if (get_matching_index(var, (const char *) name) >= 0) - return var->data.index; - } - - return -1; + return _mesa_program_resource_location_index(shProg, GL_PROGRAM_OUTPUT, + name); } GLint GLAPIENTRY -- 2.1.0 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev