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-rw-r--r--src/glsl/link_uniforms.cpp95
1 files changed, 95 insertions, 0 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 7fe463f104f..b9d5361b032 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -237,3 +237,98 @@ private:
public:
union gl_constant_value *values;
};
+
+void
+link_assign_uniform_locations(struct gl_shader_program *prog)
+{
+ ralloc_free(prog->UniformStorage);
+ prog->UniformStorage = NULL;
+ prog->NumUserUniformStorage = 0;
+
+ if (prog->UniformHash != NULL) {
+ prog->UniformHash->clear();
+ } else {
+ prog->UniformHash = new string_to_uint_map;
+ }
+
+ for (unsigned i = 0; i < Elements(prog->SamplerUnits); i++) {
+ prog->SamplerUnits[i] = i;
+ }
+
+ /* First pass: Count the uniform resources used by the user-defined
+ * uniforms. While this happens, each active uniform will have an index
+ * assigned to it.
+ *
+ * Note: this is *NOT* the index that is returned to the application by
+ * glGetUniformLocation.
+ */
+ count_uniform_size uniform_size(prog->UniformHash);
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ foreach_list(node, prog->_LinkedShaders[i]->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_uniform))
+ continue;
+
+ /* FINISHME: Update code to process built-in uniforms!
+ */
+ if (strncmp("gl_", var->name, 3) == 0)
+ continue;
+
+ uniform_size.process(var);
+ }
+ }
+
+ const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
+ const unsigned num_data_slots = uniform_size.num_values;
+
+ /* On the outside chance that there were no uniforms, bail out.
+ */
+ if (num_user_uniforms == 0)
+ return;
+
+ struct gl_uniform_storage *uniforms =
+ rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
+ union gl_constant_value *data =
+ rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
+#ifndef NDEBUG
+ union gl_constant_value *data_end = &data[num_data_slots];
+#endif
+
+ parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data);
+
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ foreach_list(node, prog->_LinkedShaders[i]->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_uniform))
+ continue;
+
+ /* FINISHME: Update code to process built-in uniforms!
+ */
+ if (strncmp("gl_", var->name, 3) == 0)
+ continue;
+
+ parcel.process(var);
+ }
+ }
+
+#ifndef NDEBUG
+ for (unsigned i = 0; i < num_user_uniforms; i++) {
+ assert(uniforms[i].storage != NULL);
+ }
+#endif
+
+ assert(parcel.values == data_end);
+
+ prog->NumUserUniformStorage = num_user_uniforms;
+ prog->UniformStorage = uniforms;
+
+ return;
+}