diff options
author | Iago Toral Quiroga <[email protected]> | 2015-10-01 09:08:20 +0200 |
---|---|---|
committer | Iago Toral Quiroga <[email protected]> | 2015-10-14 08:11:13 +0200 |
commit | 27dccf097d053b085c498a7bcab47197a5e83525 (patch) | |
tree | 76d76a360c20638612405e323bc6d34149a2fd2a /src/glsl/link_uniforms.cpp | |
parent | 9de651b261286f15ae000e4a698587b805b95d2b (diff) |
mesa: Rename {Num}UniformBlocks to {Num}BufferInterfaceBlocks
Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.
In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.
Reviewed-by: Kristian Høgsberg <[email protected]>
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
-rw-r--r-- | src/glsl/link_uniforms.cpp | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index 0ccd9c8c865..5465687a954 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -502,9 +502,9 @@ public: for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) { if (strncmp(var->get_interface_type()->name, - prog->UniformBlocks[i].Name, + prog->BufferInterfaceBlocks[i].Name, l) == 0 - && prog->UniformBlocks[i].Name[l] == '[') { + && prog->BufferInterfaceBlocks[i].Name[l] == '[') { ubo_block_index = i; break; } @@ -512,7 +512,7 @@ public: } else { for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) { if (strcmp(var->get_interface_type()->name, - prog->UniformBlocks[i].Name) == 0) { + prog->BufferInterfaceBlocks[i].Name) == 0) { ubo_block_index = i; break; } @@ -530,7 +530,7 @@ public: ubo_byte_offset = 0; } else { const struct gl_uniform_block *const block = - &prog->UniformBlocks[ubo_block_index]; + &prog->BufferInterfaceBlocks[ubo_block_index]; assert(var->data.location != -1); @@ -971,10 +971,10 @@ link_update_uniform_buffer_variables(struct gl_shader *shader) } const unsigned l = strlen(var->name); - for (unsigned i = 0; i < shader->NumUniformBlocks; i++) { - for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) { + for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) { + for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) { if (sentinel) { - const char *begin = shader->UniformBlocks[i].Uniforms[j].Name; + const char *begin = shader->BufferInterfaceBlocks[i].Uniforms[j].Name; const char *end = strchr(begin, sentinel); if (end == NULL) @@ -989,7 +989,7 @@ link_update_uniform_buffer_variables(struct gl_shader *shader) break; } } else if (!strcmp(var->name, - shader->UniformBlocks[i].Uniforms[j].Name)) { + shader->BufferInterfaceBlocks[i].Uniforms[j].Name)) { found = true; var->data.location = j; break; @@ -1115,10 +1115,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog, sh->num_uniform_components = uniform_size.num_shader_uniform_components; sh->num_combined_uniform_components = sh->num_uniform_components; - for (unsigned i = 0; i < sh->NumUniformBlocks; i++) { - if (!sh->UniformBlocks[i].IsShaderStorage) { + for (unsigned i = 0; i < sh->NumBufferInterfaceBlocks; i++) { + if (!sh->BufferInterfaceBlocks[i].IsShaderStorage) { sh->num_combined_uniform_components += - sh->UniformBlocks[i].UniformBufferSize / 4; + sh->BufferInterfaceBlocks[i].UniformBufferSize / 4; } } } |