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-rw-r--r--src/glsl/link_uniforms.cpp14
1 files changed, 13 insertions, 1 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 84680bebd9a..208778e4ada 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -739,7 +739,19 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
- prog->UniformLocationBaseScale = (1U<<16);
+ /* Determine the size of the largest uniform array queryable via
+ * glGetUniformLocation. Using this as the location scale guarantees that
+ * there is enough "room" for the array index to be stored in the low order
+ * part of the uniform location. It also makes the locations be more
+ * tightly packed.
+ */
+ unsigned max_array_size = 1;
+ for (unsigned i = 0; i < num_user_uniforms; i++) {
+ if (uniforms[i].array_elements > max_array_size)
+ max_array_size = uniforms[i].array_elements;
+ }
+
+ prog->UniformLocationBaseScale = max_array_size;
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {