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@@ -106,51 +106,64 @@ copy_constant_to_storage(union gl_constant_value *storage, |
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* they have no storage and should be handled elsewhere. |
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*/ |
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void |
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set_opaque_binding(gl_shader_program *prog, const char *name, int binding) |
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set_opaque_binding(void *mem_ctx, gl_shader_program *prog, |
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const glsl_type *type, const char *name, int *binding) |
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{ |
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struct gl_uniform_storage *const storage = |
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get_storage(prog->UniformStorage, prog->NumUniformStorage, name); |
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if (storage == NULL) { |
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assert(storage != NULL); |
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return; |
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} |
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if (type->is_array() && type->fields.array->is_array()) { |
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const glsl_type *const element_type = type->fields.array; |
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const unsigned elements = MAX2(storage->array_elements, 1); |
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for (unsigned int i = 0; i < type->length; i++) { |
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const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i); |
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/* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec |
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* says: |
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* |
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* "If the binding identifier is used with an array, the first element |
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* of the array takes the specified unit and each subsequent element |
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* takes the next consecutive unit." |
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*/ |
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for (unsigned int i = 0; i < elements; i++) { |
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storage->storage[i].i = binding + i; |
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} |
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set_opaque_binding(mem_ctx, prog, element_type, |
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element_name, binding); |
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} |
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} else { |
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struct gl_uniform_storage *const storage = |
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get_storage(prog->UniformStorage, prog->NumUniformStorage, name); |
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for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) { |
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gl_shader *shader = prog->_LinkedShaders[sh]; |
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if (storage == NULL) { |
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assert(storage != NULL); |
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return; |
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} |
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if (shader) { |
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if (storage->type->base_type == GLSL_TYPE_SAMPLER && |
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storage->opaque[sh].active) { |
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for (unsigned i = 0; i < elements; i++) { |
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const unsigned index = storage->opaque[sh].index + i; |
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shader->SamplerUnits[index] = storage->storage[i].i; |
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} |
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const unsigned elements = MAX2(storage->array_elements, 1); |
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/* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec |
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* says: |
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* |
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* "If the binding identifier is used with an array, the first element |
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* of the array takes the specified unit and each subsequent element |
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* takes the next consecutive unit." |
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*/ |
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for (unsigned int i = 0; i < elements; i++) { |
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storage->storage[i].i = (*binding)++; |
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} |
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for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) { |
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gl_shader *shader = prog->_LinkedShaders[sh]; |
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} else if (storage->type->base_type == GLSL_TYPE_IMAGE && |
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if (shader) { |
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if (storage->type->base_type == GLSL_TYPE_SAMPLER && |
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storage->opaque[sh].active) { |
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for (unsigned i = 0; i < elements; i++) { |
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const unsigned index = storage->opaque[sh].index + i; |
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shader->SamplerUnits[index] = storage->storage[i].i; |
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} |
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} else if (storage->type->base_type == GLSL_TYPE_IMAGE && |
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storage->opaque[sh].active) { |
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for (unsigned i = 0; i < elements; i++) { |
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const unsigned index = storage->opaque[sh].index + i; |
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shader->ImageUnits[index] = storage->storage[i].i; |
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for (unsigned i = 0; i < elements; i++) { |
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const unsigned index = storage->opaque[sh].index + i; |
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shader->ImageUnits[index] = storage->storage[i].i; |
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} |
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} |
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} |
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} |
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} |
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storage->initialized = true; |
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storage->initialized = true; |
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} |
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} |
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void |
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@@ -285,7 +298,9 @@ link_set_uniform_initializers(struct gl_shader_program *prog, |
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if (type->without_array()->is_sampler() || |
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type->without_array()->is_image()) { |
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linker::set_opaque_binding(prog, var->name, var->data.binding); |
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int binding = var->data.binding; |
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linker::set_opaque_binding(mem_ctx, prog, var->type, |
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var->name, &binding); |
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} else if (var->is_in_buffer_block()) { |
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const glsl_type *const iface_type = var->get_interface_type(); |
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