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-rw-r--r--src/glsl/ir_uniform.h5
-rw-r--r--src/glsl/link_uniform_initializers.cpp4
-rw-r--r--src/glsl/link_uniforms.cpp55
-rw-r--r--src/glsl/linker.cpp6
-rw-r--r--src/glsl/standalone_scaffolding.cpp2
-rw-r--r--src/glsl/tests/set_uniform_initializer_tests.cpp4
6 files changed, 39 insertions, 37 deletions
diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h
index 21b5d05c11a..e1b80147788 100644
--- a/src/glsl/ir_uniform.h
+++ b/src/glsl/ir_uniform.h
@@ -181,6 +181,11 @@ struct gl_uniform_storage {
* via the API.
*/
bool hidden;
+
+ /**
+ * This is a built-in uniform that should not be modified through any gl API.
+ */
+ bool builtin;
};
#ifdef __cplusplus
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index 69073841ea4..204acfa22b2 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -103,7 +103,7 @@ void
set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
{
struct gl_uniform_storage *const storage =
- get_storage(prog->UniformStorage, prog->NumUserUniformStorage, name);
+ get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
if (storage == NULL) {
assert(storage != NULL);
@@ -193,7 +193,7 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage,
- prog->NumUserUniformStorage,
+ prog->NumUniformStorage,
name);
if (storage == NULL) {
assert(storage != NULL);
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 2c928e1445b..11ae06f9bfb 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -589,12 +589,13 @@ private:
handle_samplers(base_type, &this->uniforms[id]);
handle_images(base_type, &this->uniforms[id]);
- /* 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 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
+ * uniform in the fragment shader, but the uniform was already processed
+ * in the vertex shader.
*/
- if (this->uniforms[id].storage != NULL) {
+ if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
return;
}
@@ -619,10 +620,15 @@ private:
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->uniforms[id].atomic_buffer_index = -1;
this->uniforms[id].hidden =
current_var->data.how_declared == ir_var_hidden;
+ this->uniforms[id].builtin = is_gl_identifier(name);
+
+ /* Do not assign storage if the uniform is builtin */
+ if (!this->uniforms[id].builtin)
+ this->uniforms[id].storage = this->values;
+
if (this->ubo_block_index != -1) {
this->uniforms[id].block_index = this->ubo_block_index;
@@ -894,7 +900,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
- prog->NumUserUniformStorage = 0;
+ prog->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
@@ -940,14 +946,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
- /* FINISHME: Update code to process built-in uniforms!
- */
- if (is_gl_identifier(var->name)) {
- uniform_size.num_shader_uniform_components +=
- var->type->component_slots();
- continue;
- }
-
uniform_size.process(var);
}
@@ -962,16 +960,16 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
}
- const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
+ const unsigned num_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)
+ if (num_uniforms == 0)
return;
struct gl_uniform_storage *uniforms =
- rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
+ rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
union gl_constant_value *data =
rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
#ifndef NDEBUG
@@ -992,11 +990,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
- /* FINISHME: Update code to process built-in uniforms!
- */
- if (is_gl_identifier(var->name))
- continue;
-
parcel.set_and_process(prog, var);
}
@@ -1009,10 +1002,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
const unsigned hidden_uniforms =
- move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms);
+ move_hidden_uniforms_to_end(prog, uniforms, num_uniforms);
/* Reserve all the explicit locations of the active uniforms. */
- for (unsigned i = 0; i < num_user_uniforms; i++) {
+ for (unsigned i = 0; i < num_uniforms; i++) {
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
@@ -1028,7 +1021,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
/* Reserve locations for rest of the uniforms. */
- for (unsigned i = 0; i < num_user_uniforms; i++) {
+ for (unsigned i = 0; i < num_uniforms; i++) {
+
+ /* Built-in uniforms should not get any location. */
+ if (uniforms[i].builtin)
+ continue;
/* Explicit ones have been set already. */
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
@@ -1055,14 +1052,14 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
#ifndef NDEBUG
- for (unsigned i = 0; i < num_user_uniforms; i++) {
- assert(uniforms[i].storage != NULL);
+ for (unsigned i = 0; i < num_uniforms; i++) {
+ assert(uniforms[i].storage != NULL || uniforms[i].builtin);
}
assert(parcel.values == data_end);
#endif
- prog->NumUserUniformStorage = num_user_uniforms;
+ prog->NumUniformStorage = num_uniforms;
prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 99e0a388bb4..99783800b7f 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -1400,8 +1400,8 @@ link_fs_input_layout_qualifiers(struct gl_shader_program *prog,
"layout qualifiers for gl_FragCoord\n");
}
- /* Update the linked shader state.  Note that uses_gl_fragcoord should
- * accumulate the results.  The other values should replace.  If there
+ /* Update the linked shader state. Note that uses_gl_fragcoord should
+ * accumulate the results. The other values should replace. If there
* are multiple redeclarations, all the fields except uses_gl_fragcoord
* are already known to be the same.
*/
@@ -2693,7 +2693,7 @@ build_program_resource_list(struct gl_context *ctx,
}
/* Add uniforms from uniform storage. */
- for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
+ for (unsigned i = 0; i < shProg->NumUniformStorage; i++) {
/* Do not add uniforms internally used by Mesa. */
if (shProg->UniformStorage[i].hidden)
continue;
diff --git a/src/glsl/standalone_scaffolding.cpp b/src/glsl/standalone_scaffolding.cpp
index a109c4e92d2..00db61e409b 100644
--- a/src/glsl/standalone_scaffolding.cpp
+++ b/src/glsl/standalone_scaffolding.cpp
@@ -89,7 +89,7 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
{
unsigned i;
- shProg->NumUserUniformStorage = 0;
+ shProg->NumUniformStorage = 0;
shProg->UniformStorage = NULL;
shProg->NumUniformRemapTable = 0;
shProg->UniformRemapTable = NULL;
diff --git a/src/glsl/tests/set_uniform_initializer_tests.cpp b/src/glsl/tests/set_uniform_initializer_tests.cpp
index d3fdeb3a844..91227d9487a 100644
--- a/src/glsl/tests/set_uniform_initializer_tests.cpp
+++ b/src/glsl/tests/set_uniform_initializer_tests.cpp
@@ -110,7 +110,7 @@ establish_uniform_storage(struct gl_shader_program *prog, unsigned num_storage,
prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
num_storage);
- prog->NumUserUniformStorage = num_storage;
+ prog->NumUniformStorage = num_storage;
prog->UniformStorage[index_to_set].name = (char *) name;
prog->UniformStorage[index_to_set].type = type;
@@ -155,7 +155,7 @@ establish_uniform_storage(struct gl_shader_program *prog, unsigned num_storage,
static void
verify_initialization(struct gl_shader_program *prog, unsigned actual_index)
{
- for (unsigned i = 0; i < prog->NumUserUniformStorage; i++) {
+ for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (i == actual_index) {
EXPECT_TRUE(prog->UniformStorage[actual_index].initialized);
} else {