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authorTimothy Arceri <[email protected]>2015-08-30 12:50:34 +1000
committerTimothy Arceri <[email protected]>2015-09-17 11:28:14 +1000
commitdcd9cd03837545055ce2a315e7e8840cc3254d1a (patch)
treeeb311b2507fe2eb6428586e6701091eb887f0b66 /src/glsl/nir/nir.h
parent9788700caf61ff8beee5fd836f5efd98a931a976 (diff)
glsl: store uniform slot id in var location field
This will allow us to access the uniform later on without resorting to building a name string and looking it up in UniformHash. V3: remove line wrap change from this patch V2: store slot number for all non-UBO uniforms to make code more consitent, renamed explicit_binding to explicit_location and added comment about what it does. Store the location at every shader stage. Updated data.location comments in ir/nir.h. Reviewed-by: Jason Ekstrand <[email protected]>
Diffstat (limited to 'src/glsl/nir/nir.h')
-rw-r--r--src/glsl/nir/nir.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
index fffb2f45719..3a19bd34ef0 100644
--- a/src/glsl/nir/nir.h
+++ b/src/glsl/nir/nir.h
@@ -278,6 +278,7 @@ typedef struct {
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the