[Mesa-dev] [PATCH 2/7] linker: Various trivial clean-ups in set_sampler_binding
Ian Romanick
idr at freedesktop.org
Fri Apr 4 14:01:41 PDT 2014
From: Ian Romanick <ian.d.romanick at intel.com>
- Remove the spurious block left from the previous commit and re-indent.
- Constify elements.
- Make the spec reference in the code look like other spec references in
the compiler.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Cc: "10.1" <mesa-stable at lists.freedesktop.org>
Cc: github at socker.lepus.uberspace.de
---
src/glsl/link_uniform_initializers.cpp | 36 +++++++++++++++++-----------------
1 file changed, 18 insertions(+), 18 deletions(-)
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index 9a10350..6f15e69 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -95,27 +95,27 @@ set_sampler_binding(void *mem_ctx, gl_shader_program *prog,
return;
}
- {
- 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 = binding + i;
- }
+ const unsigned elements = MAX2(storage->array_elements, 1);
+
+ /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
+ * says:
+ *
+ * "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 = binding + i;
+ }
- for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- gl_shader *shader = prog->_LinkedShaders[sh];
+ for (int sh = 0; sh < MESA_SHADER_STAGES; 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;
+ 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;
- }
+ shader->SamplerUnits[index] = storage->storage[i].i;
}
}
}
--
1.8.1.4
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