[Mesa-dev] [PATCH 1/3] glsl: Count builtin uniforms against uniform component limits.
Ian Romanick
idr at freedesktop.org
Mon Aug 27 11:40:47 PDT 2012
Other than the one nit in patch 3, this series is
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
On 08/27/2012 10:49 AM, Eric Anholt wrote:
> We don't fully process the builtin uniforms, but at least
> num_uniform_components reflects reality now.
> ---
> src/glsl/link_uniforms.cpp | 5 ++++-
> 1 file changed, 4 insertions(+), 1 deletion(-)
>
> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> index eef9025..aa8a8b3 100644
> --- a/src/glsl/link_uniforms.cpp
> +++ b/src/glsl/link_uniforms.cpp
> @@ -572,8 +572,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
>
> /* FINISHME: Update code to process built-in uniforms!
> */
> - if (strncmp("gl_", var->name, 3) == 0)
> + if (strncmp("gl_", var->name, 3) == 0) {
> + uniform_size.num_shader_uniform_components +=
> + var->type->component_slots();
> continue;
> + }
>
> uniform_size.process(var);
> }
>
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