+/**
+ * Update the sizes of linked shader uniform arrays to the maximum
+ * array index used.
+ *
+ * From page 81 (page 95 of the PDF) of the OpenGL 2.1 spec:
+ *
+ * If one or more elements of an array are active,
+ * GetActiveUniform will return the name of the array in name,
+ * subject to the restrictions listed above. The type of the array
+ * is returned in type. The size parameter contains the highest
+ * array element index used, plus one. The compiler or linker
+ * determines the highest index used. There will be only one
+ * active uniform reported by the GL per uniform array.
+
+ */
+static void
+update_array_sizes(struct gl_shader_program *prog)
+{
+ for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ foreach_list(node, prog->_LinkedShaders[i]->ir) {
+ ir_variable *const var = ((ir_instruction *) node)->as_variable();
+
+ if ((var == NULL) || (var->mode != ir_var_uniform &&
+ var->mode != ir_var_in &&
+ var->mode != ir_var_out) ||
+ !var->type->is_array())
+ continue;
+
+ unsigned int size = var->max_array_access;
+ for (unsigned j = 0; j < MESA_SHADER_TYPES; j++) {
+ if (prog->_LinkedShaders[j] == NULL)
+ continue;
+
+ foreach_list(node2, prog->_LinkedShaders[j]->ir) {
+ ir_variable *other_var = ((ir_instruction *) node2)->as_variable();
+ if (!other_var)
+ continue;
+
+ if (strcmp(var->name, other_var->name) == 0 &&
+ other_var->max_array_access > size) {
+ size = other_var->max_array_access;
+ }
+ }
+ }
+
+ if (size + 1 != var->type->fields.array->length) {
+ /* If this is a built-in uniform (i.e., it's backed by some
+ * fixed-function state), adjust the number of state slots to
+ * match the new array size. The number of slots per array entry
+ * is not known. It seems safe to assume that the total number of
+ * slots is an integer multiple of the number of array elements.
+ * Determine the number of slots per array element by dividing by
+ * the old (total) size.
+ */
+ if (var->num_state_slots > 0) {
+ var->num_state_slots = (size + 1)
+ * (var->num_state_slots / var->type->length);
+ }
+
+ var->type = glsl_type::get_array_instance(var->type->fields.array,
+ size + 1);
+ /* FINISHME: We should update the types of array
+ * dereferences of this variable now.
+ */
+ }
+ }
+ }
+}
+
+static void
+add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
+ const char *name, const glsl_type *type, GLenum shader_type,
+ unsigned *next_shader_pos, unsigned *total_uniforms)
+{
+ if (type->is_record()) {
+ for (unsigned int i = 0; i < type->length; i++) {
+ const glsl_type *field_type = type->fields.structure[i].type;
+ char *field_name = ralloc_asprintf(mem_ctx, "%s.%s", name,
+ type->fields.structure[i].name);
+
+ add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
+ shader_type, next_shader_pos, total_uniforms);
+ }
+ } else {
+ uniform_node *n = (uniform_node *) hash_table_find(ht, name);
+ unsigned int vec4_slots;
+ const glsl_type *array_elem_type = NULL;
+
+ if (type->is_array()) {
+ array_elem_type = type->fields.array;
+ /* Array of structures. */
+ if (array_elem_type->is_record()) {
+ for (unsigned int i = 0; i < type->length; i++) {
+ char *elem_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);
+ add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
+ shader_type, next_shader_pos, total_uniforms);
+ }
+ return;
+ }
+ }
+
+ /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
+ * vectors to vec4 slots.
+ */
+ if (type->is_array()) {
+ if (array_elem_type->is_sampler())
+ vec4_slots = type->length;
+ else
+ vec4_slots = type->length * array_elem_type->matrix_columns;
+ } else if (type->is_sampler()) {
+ vec4_slots = 1;
+ } else {
+ vec4_slots = type->matrix_columns;
+ }
+
+ if (n == NULL) {
+ n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
+ n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
+ n->slots = vec4_slots;
+
+ n->u->Name = strdup(name);
+ n->u->Type = type;
+ n->u->VertPos = -1;
+ n->u->FragPos = -1;
+ n->u->GeomPos = -1;
+ (*total_uniforms)++;
+
+ hash_table_insert(ht, n, name);
+ uniforms->push_tail(& n->link);
+ }
+
+ switch (shader_type) {
+ case GL_VERTEX_SHADER:
+ n->u->VertPos = *next_shader_pos;
+ break;
+ case GL_FRAGMENT_SHADER:
+ n->u->FragPos = *next_shader_pos;
+ break;
+ case GL_GEOMETRY_SHADER:
+ n->u->GeomPos = *next_shader_pos;
+ break;
+ }
+
+ (*next_shader_pos) += vec4_slots;
+ }
+}
+