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-rw-r--r--src/glsl/link_uniforms.cpp24
1 files changed, 21 insertions, 3 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 6d277fa43ca..879c4885384 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -527,7 +527,13 @@ public:
var->get_interface_type()->name);
else
process(var);
- } else
+ } else {
+ /* Store any explicit location and reset data location so we can
+ * reuse this variable for storing the uniform slot number.
+ */
+ this->explicit_location = current_var->data.location;
+ current_var->data.location = -1;
+
process(var);
}
delete this->record_next_sampler;
@@ -710,6 +716,13 @@ private:
handle_images(base_type, &this->uniforms[id]);
handle_subroutines(base_type, &this->uniforms[id]);
+ /* For array of arrays or struct arrays the base location may have
+ * already been set so dont set it again.
+ */
+ if (ubo_block_index == -1 && current_var->data.location == -1) {
+ current_var->data.location = id;
+ }
+
/* If there is already storage associated with this uniform or if the
* uniform is set as builtin, it means that it was set while processing
* an earlier shader stage. For example, we may be processing the
@@ -726,10 +739,10 @@ private:
if (record_type != NULL) {
const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
this->uniforms[id].remap_location =
- current_var->data.location + field_counter;
+ this->explicit_location + field_counter;
field_counter += entries;
} else {
- this->uniforms[id].remap_location = current_var->data.location;
+ this->uniforms[id].remap_location = this->explicit_location;
}
} else {
/* Initialize to to indicate that no location is set */
@@ -795,6 +808,11 @@ private:
unsigned next_image;
unsigned next_subroutine;
+ /* Used to store the explicit location from current_var so that we can
+ * reuse the location field for storing the uniform slot id.
+ */
+ int explicit_location;
+
/* Stores total struct array elements including nested structs */
unsigned record_array_count;