[Mesa-dev] [PATCH 09/20] glsl: add support for initialising sampler AoA
Timothy Arceri
t_arceri at yahoo.com.au
Wed Jul 29 06:56:51 PDT 2015
---
src/glsl/link_uniform_initializers.cpp | 68 ++++++++++++++++++++--------------
1 file changed, 41 insertions(+), 27 deletions(-)
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index 0cc79d9..d6a6ab7 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -101,42 +101,54 @@ copy_constant_to_storage(union gl_constant_value *storage,
}
void
-set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
+set_sampler_binding(void *mem_ctx, gl_shader_program *prog,
+ const glsl_type *type, const char *name, int *binding)
{
- struct gl_uniform_storage *const storage =
- get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
- if (storage == NULL) {
- assert(storage != NULL);
- return;
- }
+ if (type->is_array() && type->fields.array->is_array()) {
+ const glsl_type *const element_type = type->fields.array;
- const unsigned elements = MAX2(storage->array_elements, 1);
+ for (unsigned int i = 0; i < type->length; i++) {
+ const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
- /* 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;
- }
+ set_sampler_binding(mem_ctx, prog, element_type,
+ element_name, binding);
+ }
+ } else {
+ struct gl_uniform_storage *const storage =
+ get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
- for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- gl_shader *shader = prog->_LinkedShaders[sh];
+ if (storage == NULL) {
+ assert(storage != NULL);
+ return;
+ }
+
+ 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)++;
+ }
- if (shader && storage->sampler[sh].active) {
- for (unsigned i = 0; i < elements; i++) {
- unsigned index = storage->sampler[sh].index + i;
+ for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
+ gl_shader *shader = prog->_LinkedShaders[sh];
- shader->SamplerUnits[index] = storage->storage[i].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;
+ }
}
}
+ storage->initialized = true;
}
-
- storage->initialized = true;
}
void
@@ -270,7 +282,9 @@ link_set_uniform_initializers(struct gl_shader_program *prog,
const glsl_type *const type = var->type;
if (type->without_array()->is_sampler()) {
- linker::set_sampler_binding(prog, var->name, var->data.binding);
+ int binding = var->data.binding;
+ linker::set_sampler_binding(mem_ctx, prog, var->type,
+ var->name, &binding);
} else if (var->is_in_buffer_block()) {
const glsl_type *const iface_type = var->get_interface_type();
--
2.4.3
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