diff options
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
-rw-r--r-- | src/glsl/link_uniforms.cpp | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index 8719ae65f5e..7fe463f104f 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -24,6 +24,7 @@ #include "main/core.h" #include "ir.h" #include "linker.h" +#include "ir_uniform.h" #include "glsl_symbol_table.h" #include "program/hash_table.h" @@ -151,3 +152,88 @@ private: struct string_to_uint_map *map; }; + +/** + * Class to help parcel out pieces of backing storage to uniforms + * + * Each uniform processed has some range of the \c gl_constant_value + * structures associated with it. The association is done by finding + * the uniform in the \c string_to_uint_map and using the value from + * the map to connect that slot in the \c gl_uniform_storage table + * with the next available slot in the \c gl_constant_value array. + * + * \warning + * This class assumes that every uniform that will be processed is + * already in the \c string_to_uint_map. In addition, it assumes that + * the \c gl_uniform_storage and \c gl_constant_value arrays are "big + * enough." + */ +class parcel_out_uniform_storage : public uniform_field_visitor { +public: + parcel_out_uniform_storage(struct string_to_uint_map *map, + struct gl_uniform_storage *uniforms, + union gl_constant_value *values) + : map(map), uniforms(uniforms), next_sampler(0), values(values) + { + /* empty */ + } + +private: + virtual void visit_field(const glsl_type *type, const char *name) + { + assert(!type->is_record()); + assert(!(type->is_array() && type->fields.array->is_record())); + + unsigned id; + bool found = this->map->get(id, name); + assert(found); + + if (!found) + return; + + /* If there is already storage associated with this uniform, it means + * that it was set while processing an earlier shader stage. For + * example, we may be processing the uniform in the fragment shader, but + * the uniform was already processed in the vertex shader. + */ + if (this->uniforms[id].storage != NULL) + return; + + const glsl_type *base_type; + if (type->is_array()) { + this->uniforms[id].array_elements = type->length; + base_type = type->fields.array; + } else { + this->uniforms[id].array_elements = 0; + base_type = type; + } + + if (base_type->is_sampler()) { + this->uniforms[id].sampler = this->next_sampler; + + /* Increment the sampler by 1 for non-arrays and by the number of + * array elements for arrays. + */ + this->next_sampler += MAX2(1, this->uniforms[id].array_elements); + } else { + this->uniforms[id].sampler = ~0; + } + + this->uniforms[id].name = strdup(name); + this->uniforms[id].type = base_type; + this->uniforms[id].initialized = 0; + this->uniforms[id].num_driver_storage = 0; + this->uniforms[id].driver_storage = NULL; + this->uniforms[id].storage = this->values; + + this->values += values_for_type(type); + } + + struct string_to_uint_map *map; + + struct gl_uniform_storage *uniforms; + unsigned next_sampler; + +public: + union gl_constant_value *values; +}; |