[Mesa-dev] [PATCH 2/3] glsl: simplify set_opaque_binding()
Timothy Arceri
tarceri at itsqueeze.com
Thu May 11 11:06:52 UTC 2017
Yeah this is from a time before we used a shared opaque array for things
like active. Looks good :)
1-2 are:
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
The next patch does what you say, but it feels odd reviewing it without
any patches that use it. I think you should just bundle that with the
upcoming series.
On 11/05/17 20:31, Samuel Pitoiset wrote:
> While we are at it, update the GLSL spec comment.
>
> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> ---
> src/compiler/glsl/link_uniform_initializers.cpp | 41 ++++++++++++-------------
> 1 file changed, 20 insertions(+), 21 deletions(-)
>
> diff --git a/src/compiler/glsl/link_uniform_initializers.cpp b/src/compiler/glsl/link_uniform_initializers.cpp
> index 79a6c75aaa..a7af75586e 100644
> --- a/src/compiler/glsl/link_uniform_initializers.cpp
> +++ b/src/compiler/glsl/link_uniform_initializers.cpp
> @@ -117,7 +117,7 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
>
> const unsigned elements = MAX2(storage->array_elements, 1);
>
> - /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
> + /* Section 4.4.6 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.50 spec
> * says:
> *
> * "If the binding identifier is used with an array, the first element
> @@ -129,27 +129,26 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
> }
>
> for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
> - gl_linked_shader *shader = prog->_LinkedShaders[sh];
> -
> - if (shader) {
> - if (storage->type->is_sampler() && storage->opaque[sh].active) {
> - for (unsigned i = 0; i < elements; i++) {
> - const unsigned index = storage->opaque[sh].index + i;
> - if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
> - break;
> - shader->Program->SamplerUnits[index] =
> - storage->storage[i].i;
> - }
> + gl_linked_shader *shader = prog->_LinkedShaders[sh];
>
> - } else if (storage->type->is_image() &&
> - storage->opaque[sh].active) {
> - for (unsigned i = 0; i < elements; i++) {
> - const unsigned index = storage->opaque[sh].index + i;
> - if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
> - break;
> - shader->Program->sh.ImageUnits[index] =
> - storage->storage[i].i;
> - }
> + if (!shader)
> + continue;
> + if (!storage->opaque[sh].active)
> + continue;
> +
> + if (storage->type->is_sampler()) {
> + for (unsigned i = 0; i < elements; i++) {
> + const unsigned index = storage->opaque[sh].index + i;
> + if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
> + break;
> + shader->Program->SamplerUnits[index] = storage->storage[i].i;
> + }
> + } else if (storage->type->is_image()) {
> + for (unsigned i = 0; i < elements; i++) {
> + const unsigned index = storage->opaque[sh].index + i;
> + if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
> + break;
> + shader->Program->sh.ImageUnits[index] = storage->storage[i].i;
> }
> }
> }
>
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