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-rw-r--r--src/mesa/main/uniforms.h43
1 files changed, 25 insertions, 18 deletions
diff --git a/src/mesa/main/uniforms.h b/src/mesa/main/uniforms.h
index bd50fd9b84d..4a5a1aa1513 100644
--- a/src/mesa/main/uniforms.h
+++ b/src/mesa/main/uniforms.h
@@ -340,39 +340,46 @@ struct gl_builtin_uniform_desc {
* element. We could insert dummy entries in the list for each array
* element after [0] but that causes complications elsewhere.
*
- * We solve this problem by encoding two values in the location that's
- * returned by glGetUniformLocation():
- * a) index into gl_uniform_list::Uniforms[] for the uniform
- * b) an array/field offset (0 for simple types)
+ * We solve this problem by creating multiple entries for uniform arrays
+ * in the UniformRemapTable so that their elements get sequential locations.
+ *
+ * Utility functions below offer functionality to split UniformRemapTable
+ * location in to location of the uniform in UniformStorage + offset to the
+ * array element (0 if not an array) and also merge it back again as the
+ * UniformRemapTable location.
*
- * These two values are encoded in the high and low halves of a GLint.
- * By putting the uniform number in the high part and the offset in the
- * low part, we can support the unofficial ability to index into arrays
- * by adding offsets to the location value.
*/
/*@{*/
/**
- * Combine the uniform's base location and the offset
+ * Combine the uniform's storage index and the array index
*/
static inline GLint
_mesa_uniform_merge_location_offset(const struct gl_shader_program *prog,
- unsigned base_location, unsigned offset)
+ unsigned storage_index,
+ unsigned uniform_array_index)
{
- assert(prog->UniformLocationBaseScale >= 1);
- assert(offset < prog->UniformLocationBaseScale);
- return (base_location * prog->UniformLocationBaseScale) + offset;
+ /* location in remap table + array element offset */
+ return prog->UniformStorage[storage_index].remap_location +
+ uniform_array_index;
}
/**
- * Separate the uniform base location and parameter offset
+ * Separate the uniform storage index and array index
*/
static inline void
_mesa_uniform_split_location_offset(const struct gl_shader_program *prog,
- GLint location, unsigned *base_location,
- unsigned *offset)
+ GLint location, unsigned *storage_index,
+ unsigned *uniform_array_index)
{
- *offset = location % prog->UniformLocationBaseScale;
- *base_location = location / prog->UniformLocationBaseScale;
+ *storage_index = prog->UniformRemapTable[location] - prog->UniformStorage;
+ *uniform_array_index = location -
+ prog->UniformRemapTable[location]->remap_location;
+
+ /*gl_uniform_storage in UniformStorage with the calculated base_location
+ * must match with the entry in remap table
+ */
+ assert(&prog->UniformStorage[*storage_index] ==
+ prog->UniformRemapTable[location]);
}
/*@}*/