diff options
author | Timothy Arceri <[email protected]> | 2015-07-29 11:57:44 +1000 |
---|---|---|
committer | Timothy Arceri <[email protected]> | 2015-10-15 20:35:40 +1100 |
commit | 296a7ea471fd327ab60d9723bd395e6b34dc9334 (patch) | |
tree | ebd9c8f1b19483ef5200a177960929c46816d1fd /src/glsl | |
parent | db280e951a1bcb2318240cb6db296b31abac37cd (diff) |
glsl: add support for initialising sampler AoA
Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r-- | src/glsl/link_uniform_initializers.cpp | 83 |
1 files changed, 49 insertions, 34 deletions
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp index f929acab1ce..682a4eef13c 100644 --- a/src/glsl/link_uniform_initializers.cpp +++ b/src/glsl/link_uniform_initializers.cpp @@ -106,51 +106,64 @@ copy_constant_to_storage(union gl_constant_value *storage, * they have no storage and should be handled elsewhere. */ void -set_opaque_binding(gl_shader_program *prog, const char *name, int binding) +set_opaque_binding(void *mem_ctx, gl_shader_program *prog, + const glsl_type *type, const char *name, int *binding) { - struct gl_uniform_storage *const storage = - get_storage(prog->UniformStorage, prog->NumUniformStorage, name); - if (storage == NULL) { - assert(storage != NULL); - return; - } + if (type->is_array() && type->fields.array->is_array()) { + const glsl_type *const element_type = type->fields.array; - const unsigned elements = MAX2(storage->array_elements, 1); + for (unsigned int i = 0; i < type->length; i++) { + const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i); - /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec - * says: - * - * "If the binding identifier is used with an array, the first element - * of the array takes the specified unit and each subsequent element - * takes the next consecutive unit." - */ - for (unsigned int i = 0; i < elements; i++) { - storage->storage[i].i = binding + i; - } + set_opaque_binding(mem_ctx, prog, element_type, + element_name, binding); + } + } else { + struct gl_uniform_storage *const storage = + get_storage(prog->UniformStorage, prog->NumUniformStorage, name); - for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) { - gl_shader *shader = prog->_LinkedShaders[sh]; + if (storage == NULL) { + assert(storage != NULL); + return; + } - if (shader) { - if (storage->type->base_type == GLSL_TYPE_SAMPLER && - storage->opaque[sh].active) { - for (unsigned i = 0; i < elements; i++) { - const unsigned index = storage->opaque[sh].index + i; - shader->SamplerUnits[index] = storage->storage[i].i; - } + const unsigned elements = MAX2(storage->array_elements, 1); + + /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec + * says: + * + * "If the binding identifier is used with an array, the first element + * of the array takes the specified unit and each subsequent element + * takes the next consecutive unit." + */ + for (unsigned int i = 0; i < elements; i++) { + storage->storage[i].i = (*binding)++; + } + + for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) { + gl_shader *shader = prog->_LinkedShaders[sh]; - } else if (storage->type->base_type == GLSL_TYPE_IMAGE && + if (shader) { + if (storage->type->base_type == GLSL_TYPE_SAMPLER && + storage->opaque[sh].active) { + for (unsigned i = 0; i < elements; i++) { + const unsigned index = storage->opaque[sh].index + i; + shader->SamplerUnits[index] = storage->storage[i].i; + } + + } else if (storage->type->base_type == GLSL_TYPE_IMAGE && storage->opaque[sh].active) { - for (unsigned i = 0; i < elements; i++) { - const unsigned index = storage->opaque[sh].index + i; - shader->ImageUnits[index] = storage->storage[i].i; + for (unsigned i = 0; i < elements; i++) { + const unsigned index = storage->opaque[sh].index + i; + shader->ImageUnits[index] = storage->storage[i].i; + } } } } - } - storage->initialized = true; + storage->initialized = true; + } } void @@ -285,7 +298,9 @@ link_set_uniform_initializers(struct gl_shader_program *prog, if (type->without_array()->is_sampler() || type->without_array()->is_image()) { - linker::set_opaque_binding(prog, var->name, var->data.binding); + int binding = var->data.binding; + linker::set_opaque_binding(mem_ctx, prog, var->type, + var->name, &binding); } else if (var->is_in_buffer_block()) { const glsl_type *const iface_type = var->get_interface_type(); |