[Mesa-dev] [PATCH 08/11] glsl: Handle the binding qualifier for arrays of samplers correctly.
Kenneth Graunke
kenneth at whitecape.org
Wed Jul 17 18:24:08 PDT 2013
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 a new case for sampler types which handles both
arrays of samplers and single samplers correctly. It removes the old
code for single samplers, since it's now dead code.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/glsl/link_uniform_initializers.cpp | 37 ++++++++++++++++++++++------------
1 file changed, 24 insertions(+), 13 deletions(-)
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index 3d8b181..f42b06b 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -121,7 +121,30 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
return;
}
- if (val->type->is_array()) {
+ if (storage->type->is_sampler()) {
+ unsigned elements = MAX2(storage->array_elements, 1);
+
+ /* From section 4.4.4 of the GLSL 4.20 specification:
+ * "If the binding identifier is used with an array, the first element
+ * of the array takes the specified unit and each subsequent element
+ * takes the next consecutive unit."
+ */
+ for (unsigned int i = 0; i < elements; i++) {
+ storage->storage[i].i = val->value.i[0] + i;
+ }
+
+ for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+ gl_shader *shader = prog->_LinkedShaders[sh];
+
+ if (shader && storage->sampler[sh].active) {
+ for (unsigned i = 0; i < elements; i++) {
+ unsigned index = storage->sampler[sh].index + i;
+
+ shader->SamplerUnits[index] = storage->storage[i].i;
+ }
+ }
+ }
+ } else if (val->type->is_array()) {
const enum glsl_base_type base_type =
val->array_elements[0]->type->base_type;
const unsigned int elements = val->array_elements[0]->type->components();
@@ -142,18 +165,6 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
val,
val->type->base_type,
val->type->components());
-
- if (storage->type->is_sampler()) {
- for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
- gl_shader *shader = prog->_LinkedShaders[sh];
-
- if (shader && storage->sampler[sh].active) {
- unsigned index = storage->sampler[sh].index;
-
- shader->SamplerUnits[index] = storage->storage[0].i;
- }
- }
- }
}
storage->initialized = true;
--
1.8.3.2
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