diff options
author | Francisco Jerez <[email protected]> | 2013-11-22 15:50:48 -0800 |
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committer | Francisco Jerez <[email protected]> | 2014-02-12 18:44:05 +0100 |
commit | c116541b2c3a45715de15e3180627263143ad426 (patch) | |
tree | 1f0449e7a275f218f351630f5fb764fdce54ec19 /src | |
parent | bb13691d1c4df0c9258289b77867e5d5c890a838 (diff) |
glsl: Add gl_uniform_storage fields to keep track of image uniform indices.
v2: Promote anonymous struct into named struct.
Reviewed-by: Paul Berry <[email protected]>
Diffstat (limited to 'src')
-rw-r--r-- | src/glsl/ir_uniform.h | 41 |
1 files changed, 23 insertions, 18 deletions
diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h index f678c2c5c4d..7508f795d08 100644 --- a/src/glsl/ir_uniform.h +++ b/src/glsl/ir_uniform.h @@ -78,6 +78,26 @@ struct gl_uniform_driver_storage { void *data; }; +struct gl_opaque_uniform_index { + /** + * Base opaque uniform index + * + * If \c gl_uniform_storage::base_type is an opaque type, this + * represents its uniform index. If \c + * gl_uniform_storage::array_elements is not zero, the array will + * use opaque uniform indices \c index through \c index + \c + * gl_uniform_storage::array_elements - 1, inclusive. + * + * Note that the index may be different in each shader stage. + */ + uint8_t index; + + /** + * Whether this opaque uniform is used in this shader stage. + */ + bool active; +}; + struct gl_uniform_storage { char *name; /** Type of this uniform data stored. @@ -99,24 +119,9 @@ struct gl_uniform_storage { */ bool initialized; - struct { - /** - * Base sampler index - * - * If \c ::base_type is \c GLSL_TYPE_SAMPLER, this represents the index - * of this sampler. If \c ::array_elements is not zero, the array will - * use sampler indices \c ::sampler through \c ::sampler + - * \c ::array_elements - 1, inclusive. - * - * Note that the index may be different in each shader stage. - */ - uint8_t index; - - /** - * Whether this sampler is used in this shader stage. - */ - bool active; - } sampler[MESA_SHADER_STAGES]; + struct gl_opaque_uniform_index sampler[MESA_SHADER_STAGES]; + + struct gl_opaque_uniform_index image[MESA_SHADER_STAGES]; /** * Storage used by the driver for the uniform |