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authorKenneth Graunke <[email protected]>2013-07-17 11:24:11 -0700
committerKenneth Graunke <[email protected]>2013-07-18 16:57:24 -0700
commit34e2ccc9f099affa78298203db015b9a17ab6de3 (patch)
tree2297b437d8ccce258291fca07e3c1678d7020938 /src
parent67038c6ba27ea55d8d65557922bfe758a01101ef (diff)
glsl: Handle the binding qualifier for arrays of samplers.
Normally, uniform array variables are initialized by array literals. That is, val->type->array_elements >= storage->array_elements. However, samplers are different. Consider a declaration such as: layout(binding = 5) uniform sampler2D[3]; The initializer value is a single integer (5), while the storage has 3 array elements. The proper behavior here is to increment one for each element; they should be initialized to 5, 6, and 7. This patch introduces new code for sampler types which handles both arrays of samplers and single samplers correctly. v2: Move into the other function; use binding, not constant_value. Signed-off-by: Kenneth Graunke <[email protected]> Acked-by: Paul Berry <[email protected]>
Diffstat (limited to 'src')
-rw-r--r--src/glsl/link_uniform_initializers.cpp25
1 files changed, 25 insertions, 0 deletions
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index 4efa1b44ae9..1b7609a4725 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -93,6 +93,31 @@ set_uniform_binding(void *mem_ctx, gl_shader_program *prog,
return;
}
+ if (storage->type->is_sampler()) {
+ unsigned elements = MAX2(storage->array_elements, 1);
+
+ /* From section 4.4.4 of the GLSL 4.20 specification:
+ * "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;
+ }
+
+ for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+ gl_shader *shader = prog->_LinkedShaders[sh];
+
+ if (shader && storage->sampler[sh].active) {
+ for (unsigned i = 0; i < elements; i++) {
+ unsigned index = storage->sampler[sh].index + i;
+
+ shader->SamplerUnits[index] = storage->storage[i].i;
+ }
+ }
+ }
+ }
+
storage->initialized = true;
}