[Mesa-dev] [PATCH 10/11] glsl: Handle the binding qualifier for UBO variables.
Kenneth Graunke
kenneth at whitecape.org
Wed Jul 17 18:24:10 PDT 2013
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.
Signed-off-by: Kenneth Graunke <kenneth at whitecape.org>
---
src/glsl/link_uniform_initializers.cpp | 10 ++++++++++
1 file changed, 10 insertions(+)
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index f42b06b..f398bb2 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -144,6 +144,16 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
}
}
}
+ } else if (storage->block_index != -1) {
+ /* This is a field of a UBO. val is the binding index. */
+ for (int i = 0; i < MESA_SHADER_TYPES; i++) {
+ int stage_index = prog->UniformBlockStageIndex[i][storage->block_index];
+
+ if (stage_index != -1) {
+ struct gl_shader *sh = prog->_LinkedShaders[i];
+ sh->UniformBlocks[stage_index].Binding = val->value.i[0];
+ }
+ }
} else if (val->type->is_array()) {
const enum glsl_base_type base_type =
val->array_elements[0]->type->base_type;
--
1.8.3.2
More information about the mesa-dev
mailing list