| Commit message (Collapse) | Author | Age | Files | Lines |
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Commit 2548092ad8015 switched the sense of interpolation qualifier
checks in order to permit them on geometry shader in/out variables.
In doing so, it accidentally allowed interpolation qualifiers to be
applied to ordinary variables and function parameters.
Fixes a regression in Piglit's local-smooth-01.frag.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Commit 7cfefe6965d50 introduced a check for whether linked->Type equals
GL_GEOMETRY_SHADER. However, linked may be NULL due to an earlier error
condition.
Since the entire function after the error path is (or should be) guarded
by linked != NULL checks, we may as well just return early and remove
the checks.
Fixes crashes in 9 Piglit tests.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Section 4.3.8.1 (Input Layout Qualifiers) of the GLSL 1.50 spec
contains some tricky rules for how the sizes of geometry shader input
arrays are related to the input layout specification. In essence,
those rules boil down to the following:
- If an input array declaration does not specify a size, and it
follows an input layout declaration, it is sized according to the
input layout.
- If an input layout declaration follows an input array declaration
that didn't specify a size, the input array declaration is given a
size at the time the input layout declaration appears.
- All input layout declarations and input array sizes must ultimately
match. Inconsistencies are reported as soon as they are detected,
at compile time if the inconsistency is within one compilation unit,
otherwise at link time.
- At least one compilation unit must contain an input layout
declaration.
(Note: the geom_array_resize_visitor class was contributed by Bryan
Cain <[email protected]>.)
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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From the GLSL ES 3.00 spec:
"All indexes used to index a uniform block array must be constant
integral expressions."
Similar text exists in GLSL specs since 1.50.
When we implemented this, the only type of interface block supported
by Mesa was uniform blocks, so we required all indexes used to index
any interface block to be constant integral expressions.
Now that we are adding interface block support for GLSL 1.50, we need
a more specific check.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This gets piglit's geometry-basic test running.
TODO: Still need to validate that the GS layout qualifiers don't get used
in places they shouldn't (like an interface block, or a particular shader
input or output)
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Next step is to validate them at link time.
v2 (Paul Berry <[email protected]>): Don't attempt to export the
layout qualifiers in the event of a compile error, since some of them
are set up by ast_to_hir(), and ast_to_hir() isn't guaranteed to have
run in the event of a compile error.
Reviewed-by: Kenneth Graunke <[email protected]>
v3 (Paul Berry <[email protected]>): Use PRIM_UNKNOWN to
represent "not set in this shader".
Reviewed-by: Ian Romanick <[email protected]>
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Limited semantic checking (compatibility between declarations, checking
that they're in the right shader target, etc.) is done.
v2: Remove stray debug printfs.
v3 (Paul Berry <[email protected]>): Process input layout
qualifiers at ast_to_hir time rather than at parse time, since certain
error conditions depend on the relative ordering between input layout
qualifiers, declarations, and calls to .length().
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We do some tests of qualifiers using a union containing an int and the
struct full of bitfields, so make sure the bitfields don't spill
outside the int.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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From section 2.15 (Geometry Shaders) the OpenGL 3.2 spec:
A program object that includes a geometry shader must also include
a vertex shader; otherwise a link error will occur.
Reviewed-by: Paul Berry <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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In geometry shaders, outputs are consumed at the time of a call to
EmitVertex() (as opposed to all other shader types, where outputs are
consumed when the shader exits). Therefore, when packing geometry
shader output varyings using lower_packed_varyings, we need to do the
packing at the time of the EmitVertex() call.
This patch accomplishes that by adding a new visitor class,
lower_packed_varyings_gs_splicer, which is responsible for splicing
the varying packing code into place wherever EmitVertex() is found.
Reviewed-by: Ian Romanick <[email protected]>
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This patch modifies lower_packed_varyings to store the packing code it
generates in a temporary exec_list, and then splice that list into the
shader's main() function when it's done. This paves the way for
supporting geometry shader outputs, where we'll have to splice a clone
of the packing code before every call to EmitVertex().
As a side benefit, varying packing code is now emitted in the same
order for inputs and outputs; this should make debug output a little
easier to read.
Reviewed-by: Ian Romanick <[email protected]>
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Since geometry shader inputs are arrays (where the array index
indicates which vertex is being examined), varying packing needs to
treat them differently.
Reviewed-by: Ian Romanick <[email protected]>
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From section 4.3.4 (Inputs) of the GLSL 1.50 spec:
Geometry shader input variables get the per-vertex values written
out by vertex shader output variables of the same names. Since a
geometry shader operates on a set of vertices, each input varying
variable (or input block, see interface blocks below) needs to be
declared as an array.
Therefore, the element type of each geometry shader input array should
match the type of the corresponding vertex shader output.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This commit adds all of the parsing and semantics for GLSL 150 style
geometry shaders.
v2 (Paul Berry <[email protected]>): Add a few missing calls to
get_pipeline_stage(). Fix some signed/unsigned comparison warnings.
Fix handling of NULL consumer in assign_varying_locations().
v3 (Bryan Cain <[email protected]>): fix indexing order of 2D
arrays. Also, allow interpolation qualifiers in geometry shaders.
v4 (Paul Berry <[email protected]>): Eliminate
get_pipeline_stage()--it is no longer needed thanks to 030ca23 (mesa:
renumber shader indices according to their placement in pipeline).
Remove 2D stuff. Move vertices_per_prim() to ir.h, so that it will be
accessible from outside the linker. Remove
inject_num_vertices_visitor. Rework for GLSL 1.50.
Reviewed-by: Ian Romanick <[email protected]>
v5 (Paul Berry <[email protected]>): Split out
do_set_program_inouts() argument refactoring to a separate patch.
Move geom_array_resizing_visitor to later in the series.
Reviewed-by: Kenneth Graunke <[email protected]>
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There's no reason to be clever about this. By making separate
allocations for vertex and fragment shaders, we'll allow geometry
shaders to be added without introducing any complication.
Reviewed-by: Kenneth Graunke <[email protected]>
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v2 (Paul Berry <[email protected]>): Account for rework of
builtin_variables.cpp. Use INTERP_QUALIFIER_FLAT for gl_PrimitiveID
so that it will obey provoking vertex conventions. Convert to GLSL
1.50 style geometry shaders.
Reviewed-by: Ian Romanick <[email protected]>
v3 (Paul Berry <[email protected]>): Be less obscure about
setting interpolation field of gl_Primitive variables.
Reviewed-by: Kenneth Graunke <[email protected]>
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These correspond to the EmitVertex and EndPrimitive functions in GLSL.
v2 (Paul Berry <[email protected]>): Add stub implementations of
new pure visitor functions to i965's vec4_visitor and fs_visitor
classes.
v3 (Paul Berry <[email protected]>): Rename classes to be more
consistent with the names used in the GL spec.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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We can't just use a ".glsl" file since the Lod variants are only
available in vertex and geometry shaders, while the bias variants are
only available in the fragment shader.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Commit 586b4b5 (glsl: Also update implicit sizes of varyings at link
time) extended update_array_sizes() to apply to both uniforms and
shader ins/outs. However, doing creates problems for geometry
shaders, because update_array_sizes() assumes that variables with
matching names in different parts of the pipeline should have the same
sizes. With the addition of geometry shaders, this is no longer true
(e.g. both vertex and geometry shaders have a gl_ClipDistance output
variable, but there's no reason these variables should have the same
sizes).
The original reason for commit 586b4b5 (avoid problems with
gl_TexCoord being 0 length) has since been addressed by commit 6f53921
(linker: Ensure that unsized arrays have a size after linking). So go
ahead and switch update_array_sizes() back to only acting on uniforms.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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According to GLSL, indexing into an array or matrix with an
out-of-range constant results in a compile error. However, indexing
with an out-of-range value that isn't constant merely results in
undefined results.
Since optimization passes (e.g. loop unrolling) can convert
non-constant array indices into constant array indices, it's possible
that ir_set_program_inouts will encounter a constant array index that
is out of range; if this happens, just mark the whole array as used.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The code in ir_set_program_inouts that marks just a portion of a
variable as used (rather than the whole variable) only works on a few
kinds of indexing operations:
- Indexing into matrices
- Indexing into arrays of matrices, vectors, or scalars.
Fortunately these are the only kinds of indexing operations that we
expect to see; everything else is either handled by a
previously-executed lowering pass or prohibited by GLSL.
However, that could conceivably change in the future (the GLSL rules
might change, or we might modify the lowering passes). To avoid
mysterious bugs in the future, let's have ir_set_program_inouts report
an assertion failure if it ever encounters an unexpected kind of
indexing operation (and in release builds, fall back to just marking
the whole variable as used).
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This patch extracts the functions mark_whole_variable() and
try_mark_partial_variable() from the ir_set_program_inouts visitor
functions. This will make the code easier to follow when we add
geometry shader support.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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Our previous justification for leaving this function out of glsl_type
was that it implemented counting rules that were specific to GLSL
1.50. However, these counting rules also describe the number of
varying slots that Mesa will assign to a varying in the absence of
varying packing. That's useful to be able to compute from outside of
the linker code (a future patch will use it from
ir_set_program_inouts.cpp). So go ahead and move it to glsl_type.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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This will allow us to add geometry shader support without having to
add another boolean argument.
Reviewed-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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YYLEX_PARAM is no longer supported as of Bison 3.0. Instead, the Bison
developers recommend using %lex-param.
%lex-param takes a type and variable name, similar to %parse-param,
so you can't pass an arbitrary expression like state->scanner. But Flex
insists on passing the actual scanner object, not an arbitrary object
like state.
To solve this, the parser defines a wrapper lex() function which accepts
"state," and calls Flex's lex() function with state->scanner.
Fixes the build with Bison 3.0. Also works with Bison 2.7.1.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=67354
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Tested-by: Laurent Carlier <[email protected]>
Cc: "9.2" [email protected]
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Bison 3.0 removes the YYLEX_PARAM macro. In preparation for handling
this using %lex-param, the parser needs a wrapper function for the
actual Flex lex() function.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=67354
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Tested-by: Laurent Carlier <[email protected]>
Cc: "9.2" [email protected]
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See documentation in mtypes.h.
Reviewed-by: Kenneth Graunke <[email protected]>
Reviewed-by: Brian Paul <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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The linker_error() function sets prog->LinkStatus to false. There's
no reason for the caller of linker_error() to also do so.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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We're now emitting this error from a point where we have easy access
to the name of the block that failed to match, so go ahead and include
that in the error message, as we do for intrastage interface block
mismatches.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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This patch changes link_shaders() so that it sets prog->LinkStatus to
true when it starts, and then relies on linker_error() to set it to
false if a link failure occurs.
Previously, link_shaders() would set prog->LinkStatus to true halfway
through its execution; as a result, linker functions that executed
during the first half of link_shaders() would have to do their own
success/failure tracking; if they didn't, then calling linker_error()
would add an error message to the log, but not cause the link to fail.
Since it wasn't always obvious from looking at a linker function
whether it was called before or after link_shaders() set
prog->LinkStatus to true, this carried a high risk of bugs.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Previously we failed to link (which is correct), but we did not output
an error message, which could have been confusing for users.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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A comment in link_intrastage_shaders(), and an if-test that followed
it, seemed to indicate that link_uniform_blocks() would return a
negative value in the event of an error. But this is not the
case--all error checking has already been performed by
validate_intrastage_interface_blocks(), and link_uniform_blocks() can
only return unsigned values.
So get rid of the if-test and change the return type of
link_intrastage_shaders() to clarify that it can only return unsigned
values.
Reviewed-by: Jordan Justen <[email protected]>
Reviewed-by: Ian Romanick <[email protected]>
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Certain extensions only add functionality to particular shader stages.
(For example, ARB_draw_instanced only adds variables to the vertex
shader stage.)
Previously, we only allowed such extensions to be enabled in the shader
stages where they're useful. However, I've never found any text which
mandates that behavior; in my opinion, you should be able to turn on
extensions in any shader stage, even if they have no effect.
Fixes Piglit tests glslparsertest/glsl2/draw_buffers-05.vert and
ARB_draw_instanced/preprocessor/feature-macro-enabled.frag.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=29185
Signed-off-by: Kenneth Graunke <[email protected]>
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The second 'const' says that the pointer itself is constant. This in
unenforcible in C++, so GCC emits a warning (see) below for each of
these functions in every file that includes glsl_types.h. It's a lot of
warning spam.
../../../src/glsl/glsl_types.h:176:58: warning: type qualifiers ignored on function return type [-Wignored-qualifiers]
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
Cc: [email protected]
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This has always been an error; we just forgot to check for it.
Fixes Piglit's no-aux-qual-on-fs-output.frag.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=67333
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: [email protected]
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When "layout" isn't being lexed as LAYOUT_TOK, we should treat it like
an ordinary identifier. This means we need to classify it to determine
whether we should return IDENTIFIER, TYPE_IDENTIFIER, or NEW_IDENTIFIER.
Fixes the WebGL conformance test "shader-with-non-reserved-words."
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64087
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Matt Turner <[email protected]>
Cc: [email protected]
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The majority of calls to _mesa_glsl_error(), _mesa_glsl_warning(), and
_mesa_glsl_parse_state::check_version() use a message that begins with
a lower case letter and ends without a period. This patch makes all
messages follow that convention.
Also, error/warning messages shouldn't end in '\n', since
_mesa_glsl_msg() automatically adds '\n' at the end of the message.
Reviewed-by: Matt Turner <[email protected]>
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Patch fixes a crash with Webgl 'shader-with-non-reserved-words'
conformance test by ignoring desktop extension keywords on GLSL ES.
v2: fix reserved and allowed desktop glsl versions (Chris)
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64087
Signed-off-by: Tapani Pälli <[email protected]>
Reviewed-by: Chris Forbes <[email protected]>
Reviewed-by: Kenneth Graunke <[email protected]>
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The is_loop_terminator() function was asserting that the following
kind of if statement could never occur:
if (...) { } else { }
(presumably based on the assumption that such an if statement would be
eliminated by previous optimization stages). But that isn't the
case--it's possible that previous optimization stages might simplify
more complex code down to this empty if statement, in which case it
won't be eliminated until the next time through the optimization loop.
So is_loop_terminator() needs to handle it. Fortunately it's easy to
handle--it's not a loop terminator because it does nothing.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=64330
CC: [email protected]
Reviewed-by: Kenneth Graunke <[email protected]>
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The linker matches up variables in interface blocks according to their
block name and variable name. When support for interface block arrays
was added in commit d6863acb, we renamed variables appearing in
interface blocks so that their name included the array size. For
example, in a block like this:
out foo {
float bar
} baz[3];
The variable "bar" would get renamed to "bar[3]".
This is unnecessary, and leads to problems in supporting geometry
shaders, since geometry shaders require vertex shader outputs which
are non-arrays to be linked up to geometry shader inputs which are
arrays.
This patch makes the behaviour of interface block arrays the same as
simple non-array interface blocks; in both cases, the variables
contained within them are not renamed.
Reviewed-by: Matt Turner <[email protected]>
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Fixes "Uninitialized pointer field" defect reported by Coverity.
Signed-off-by: Vinson Lee <[email protected]>
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layout(binding = N) is equivalent to calling glUniformBlockBinding(_,N).
This currently only handles the GLSL 1.40 case - no interface names, no
arrays of uniform blocks. This is okay since we don't yet support GLSL
1.50, and don't expose ARB_shading_language_420pack in ES 3.0.
v2: Move into the other function; use binding, not constant_value.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
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Without an instance name, there is no ir_variable representing the
actual uniform block declaration. When the linker goes to set uniform
initializers, it only sees the members as ir_variables; never the block.
So, unfortunately, the members need to know about the binding.
There has to be a better way to do this.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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Normally, uniform array variables are initialized by array literals.
That is, val->type->array_elements >= storage->array_elements.
However, samplers are different. Consider a declaration such as:
layout(binding = 5) uniform sampler2D[3];
The initializer value is a single integer (5), while the storage has 3
array elements. The proper behavior here is to increment one for each
element; they should be initialized to 5, 6, and 7.
This patch introduces new code for sampler types which handles both
arrays of samplers and single samplers correctly.
v2: Move into the other function; use binding, not constant_value.
Signed-off-by: Kenneth Graunke <[email protected]>
Acked-by: Paul Berry <[email protected]>
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Sampler uniforms and uniform blocks do not have a var->constant_value.
Instead, they have an integer var->binding value.
This makes extending set_uniform_initializer() somewhat problematic: it
assumes that there is an ir_constant * which represents the initializer,
and that it's safe to dereference that without any NULL checks.
Instead, this patch creates an analogous function for binding
qualifiers, and calls one or the other as appropriate.
Signed-off-by: Kenneth Graunke <[email protected]>
Reviewed-by: Paul Berry <[email protected]>
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