#include "ir.h"
#include "linker.h"
#include "ir_uniform.h"
-#include "glsl_symbol_table.h"
-#include "program/hash_table.h"
/* These functions are put in a "private" namespace instead of being marked
* static so that the unit tests can access them. See
return NULL;
}
+static unsigned
+get_uniform_block_index(const gl_shader_program *shProg,
+ const char *uniformBlockName)
+{
+ for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+ if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName))
+ return i;
+ }
+
+ return GL_INVALID_INDEX;
+}
+
void
copy_constant_to_storage(union gl_constant_value *storage,
const ir_constant *val,
}
void
-set_block_binding(gl_shader_program *prog, const char *name, int binding)
+set_block_binding(gl_shader_program *prog, const char *block_name, int binding)
{
- struct gl_uniform_storage *const storage =
- get_storage(prog->UniformStorage, prog->NumUserUniformStorage, name);
+ const unsigned block_index = get_uniform_block_index(prog, block_name);
- if (storage == NULL) {
- assert(storage != NULL);
+ if (block_index == GL_INVALID_INDEX) {
+ assert(block_index != GL_INVALID_INDEX);
return;
}
- if (storage->block_index != -1) {
/* This is a field of a UBO. val is the binding index. */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- int stage_index = prog->UniformBlockStageIndex[i][storage->block_index];
+ int stage_index = prog->UniformBlockStageIndex[i][block_index];
if (stage_index != -1) {
struct gl_shader *sh = prog->_LinkedShaders[i];
sh->UniformBlocks[stage_index].Binding = binding;
}
}
- }
-
- storage->initialized = true;
}
void
if (shader == NULL)
continue;
- foreach_list(node, shader->ir) {
- ir_variable *const var = ((ir_instruction *) node)->as_variable();
+ foreach_in_list(ir_instruction, node, shader->ir) {
+ ir_variable *const var = node->as_variable();
if (!var || var->data.mode != ir_var_uniform)
continue;
|| (type->is_array() && type->fields.array->is_sampler())) {
linker::set_sampler_binding(prog, var->name, var->data.binding);
} else if (var->is_in_uniform_block()) {
- linker::set_block_binding(prog, var->name, var->data.binding);
+ const glsl_type *const iface_type = var->get_interface_type();
+
+ /* If the variable is an array and it is an interface instance,
+ * we need to set the binding for each array element. Just
+ * checking that the variable is an array is not sufficient.
+ * The variable could be an array element of a uniform block
+ * that lacks an instance name. For example:
+ *
+ * uniform U {
+ * float f[4];
+ * };
+ *
+ * In this case "f" would pass is_in_uniform_block (above) and
+ * type->is_array(), but it will fail is_interface_instance().
+ */
+ if (var->is_interface_instance() && var->type->is_array()) {
+ for (unsigned i = 0; i < var->type->length; i++) {
+ const char *name =
+ ralloc_asprintf(mem_ctx, "%s[%u]", iface_type->name, i);
+
+ /* Section 4.4.3 (Uniform Block Layout Qualifiers) of the
+ * GLSL 4.20 spec says:
+ *
+ * "If the binding identifier is used with a uniform
+ * block instanced as an array then the first element
+ * of the array takes the specified block binding and
+ * each subsequent element takes the next consecutive
+ * uniform block binding point."
+ */
+ linker::set_block_binding(prog, name,
+ var->data.binding + i);
+ }
+ } else {
+ linker::set_block_binding(prog, iface_type->name,
+ var->data.binding);
+ }
+ } else if (type->contains_atomic()) {
+ /* we don't actually need to do anything. */
} else {
- assert(!"Explicit binding not on a sampler or UBO.");
+ assert(!"Explicit binding not on a sampler, UBO or atomic.");
}
} else if (var->constant_value) {
linker::set_uniform_initializer(mem_ctx, prog, var->name,