[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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