void push_back(unsigned id, ir_variable *var)
{
- counters = (active_atomic_counter *)
- realloc(counters, sizeof(active_atomic_counter) * (num_counters + 1));
+ active_atomic_counter *new_counters;
+ new_counters = (active_atomic_counter *)
+ realloc(counters, sizeof(active_atomic_counter) *
+ (num_counters + 1));
+
+ if (new_counters == NULL) {
+ _mesa_error_no_memory(__func__);
+ return;
+ }
+
+ counters = new_counters;
counters[num_counters].id = id;
counters[num_counters].var = var;
num_counters++;
if (sh == NULL)
continue;
- foreach_list(node, sh->ir) {
- ir_variable *var = ((ir_instruction *)node)->as_variable();
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
if (var && var->type->contains_atomic()) {
- unsigned id;
+ unsigned id = 0;
bool found = prog->UniformHash->get(id, var->name);
assert(found);
+ (void) found;
active_atomic_buffer *buf = &buffers[var->data.binding];
/* If this is the first time the buffer is used, increment
gl_uniform_storage *const storage = &prog->UniformStorage[id];
mab.Uniforms[j] = id;
- var->data.atomic.buffer_index = i;
+ if (!var->data.explicit_binding)
+ var->data.binding = i;
+
storage->atomic_buffer_index = i;
storage->offset = var->data.atomic.offset;
storage->array_stride = (var->type->is_array() ?
- var->type->element_type()->atomic_size() : 0);
+ var->type->without_array()->atomic_size() : 0);
}
/* Assign stage-specific fields. */
link_check_atomic_counter_resources(struct gl_context *ctx,
struct gl_shader_program *prog)
{
- const unsigned max_atomic_counters[] = {
- ctx->Const.VertexProgram.MaxAtomicCounters,
- ctx->Const.GeometryProgram.MaxAtomicCounters,
- ctx->Const.FragmentProgram.MaxAtomicCounters
- };
- STATIC_ASSERT(Elements(max_atomic_counters) == MESA_SHADER_STAGES);
- const unsigned max_atomic_buffers[] = {
- ctx->Const.VertexProgram.MaxAtomicBuffers,
- ctx->Const.GeometryProgram.MaxAtomicBuffers,
- ctx->Const.FragmentProgram.MaxAtomicBuffers
- };
- STATIC_ASSERT(Elements(max_atomic_buffers) == MESA_SHADER_STAGES);
unsigned num_buffers;
active_atomic_buffer *const abs =
find_active_atomic_counters(ctx, prog, &num_buffers);
/* Check that they are within the supported limits. */
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (atomic_counters[i] > max_atomic_counters[i])
+ if (atomic_counters[i] > ctx->Const.Program[i].MaxAtomicCounters)
linker_error(prog, "Too many %s shader atomic counters",
_mesa_shader_stage_to_string(i));
- if (atomic_buffers[i] > max_atomic_buffers[i])
+ if (atomic_buffers[i] > ctx->Const.Program[i].MaxAtomicBuffers)
linker_error(prog, "Too many %s shader atomic counter buffers",
_mesa_shader_stage_to_string(i));
}