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authorJordan Justen <[email protected]>2015-10-23 17:08:33 -0700
committerJordan Justen <[email protected]>2016-01-08 13:11:31 -0800
commit1d54ac6c9f41df240497e96770415b019ffdc6b3 (patch)
tree215cae9d30dd7dfbc4eac2a5d97c26d293e64c44 /src/mesa/main
parentcf66a8ffb75a7881f03222b2345c77f3b0be7e64 (diff)
mesa: Use separate indices for UBO & SSBO during binding
Previously we were treating the binding index for Uniform Buffer Objects and Shader Storage Buffer Objects as being part of the combined BufferInterfaceBlocks array. Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93322 Signed-off-by: Jordan Justen <[email protected]> Reviewed-by: Juha-Pekka Heikkila <[email protected]> Reviewed-by: Iago Toral Quiroga <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/uniforms.c30
1 files changed, 20 insertions, 10 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 758ca2456df..47f80ce2001 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -1002,10 +1002,10 @@ _mesa_UniformBlockBinding(GLuint program,
if (!shProg)
return;
- if (uniformBlockIndex >= shProg->NumBufferInterfaceBlocks) {
+ if (uniformBlockIndex >= shProg->NumUniformBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniformBlockBinding(block index %u >= %u)",
- uniformBlockIndex, shProg->NumBufferInterfaceBlocks);
+ uniformBlockIndex, shProg->NumUniformBlocks);
return;
}
@@ -1016,17 +1016,22 @@ _mesa_UniformBlockBinding(GLuint program,
return;
}
- if (shProg->BufferInterfaceBlocks[uniformBlockIndex].Binding !=
+ if (shProg->UniformBlocks[uniformBlockIndex]->Binding !=
uniformBlockBinding) {
int i;
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
- shProg->BufferInterfaceBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
+ const int interface_block_index =
+ shProg->UboInterfaceBlockIndex[uniformBlockIndex];
+
+ shProg->BufferInterfaceBlocks[interface_block_index].Binding =
+ uniformBlockBinding;
for (i = 0; i < MESA_SHADER_STAGES; i++) {
- int stage_index = shProg->InterfaceBlockStageIndex[i][uniformBlockIndex];
+ int stage_index =
+ shProg->InterfaceBlockStageIndex[i][interface_block_index];
if (stage_index != -1) {
struct gl_shader *sh = shProg->_LinkedShaders[i];
@@ -1054,10 +1059,10 @@ _mesa_ShaderStorageBlockBinding(GLuint program,
if (!shProg)
return;
- if (shaderStorageBlockIndex >= shProg->NumBufferInterfaceBlocks) {
+ if (shaderStorageBlockIndex >= shProg->NumShaderStorageBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glShaderStorageBlockBinding(block index %u >= %u)",
- shaderStorageBlockIndex, shProg->NumBufferInterfaceBlocks);
+ shaderStorageBlockIndex, shProg->NumShaderStorageBlocks);
return;
}
@@ -1069,17 +1074,22 @@ _mesa_ShaderStorageBlockBinding(GLuint program,
return;
}
- if (shProg->BufferInterfaceBlocks[shaderStorageBlockIndex].Binding !=
+ if (shProg->ShaderStorageBlocks[shaderStorageBlockIndex]->Binding !=
shaderStorageBlockBinding) {
int i;
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
- shProg->BufferInterfaceBlocks[shaderStorageBlockIndex].Binding = shaderStorageBlockBinding;
+ const int interface_block_index =
+ shProg->SsboInterfaceBlockIndex[shaderStorageBlockIndex];
+
+ shProg->BufferInterfaceBlocks[interface_block_index].Binding =
+ shaderStorageBlockBinding;
for (i = 0; i < MESA_SHADER_STAGES; i++) {
- int stage_index = shProg->InterfaceBlockStageIndex[i][shaderStorageBlockIndex];
+ int stage_index =
+ shProg->InterfaceBlockStageIndex[i][interface_block_index];
if (stage_index != -1) {
struct gl_shader *sh = shProg->_LinkedShaders[i];