if (record_type == NULL && t->is_record())
record_type = t;
+ if (t->is_record())
+ this->enter_record(t, *name, row_major);
+
for (unsigned i = 0; i < t->length; i++) {
const char *field = t->fields.structure[i].name;
size_t new_length = name_length;
*/
record_type = NULL;
}
+
+ if (t->is_record()) {
+ (*name)[name_length] = '\0';
+ this->leave_record(t, *name, row_major);
+ }
} else if (t->is_array() && (t->fields.array->is_record()
|| t->fields.array->is_interface())) {
if (record_type == NULL && t->fields.array->is_record())
/* empty */
}
+void
+program_resource_visitor::enter_record(const glsl_type *, const char *, bool)
+{
+}
+
+void
+program_resource_visitor::leave_record(const glsl_type *, const char *, bool)
+{
+}
+
namespace {
/**
*
* As uniforms are added to the active set the number of active uniforms and
* the storage requirements for those uniforms are accumulated. The active
- * uniforms are added the the hash table supplied to the constructor.
+ * uniforms are added to the hash table supplied to the constructor.
*
* If the same uniform is added multiple times (i.e., once for each shader
* target), it will only be accounted once.
assert(!"Should not get here.");
}
+ virtual void enter_record(const glsl_type *type, const char *,
+ bool row_major) {
+ assert(type->is_record());
+ if (this->ubo_block_index == -1)
+ return;
+ this->ubo_byte_offset = glsl_align(
+ this->ubo_byte_offset, type->std140_base_alignment(row_major));
+ }
+
+ virtual void leave_record(const glsl_type *type, const char *,
+ bool row_major) {
+ assert(type->is_record());
+ if (this->ubo_block_index == -1)
+ return;
+ this->ubo_byte_offset = glsl_align(
+ this->ubo_byte_offset, type->std140_base_alignment(row_major));
+ }
+
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major, const glsl_type *record_type,
- bool last_field)
+ bool /* last_field */)
{
assert(!type->without_array()->is_record());
assert(!type->without_array()->is_interface());
handle_samplers(base_type, &this->uniforms[id]);
handle_images(base_type, &this->uniforms[id]);
- /* If there is already storage associated with this uniform, it means
- * that it was set while processing an earlier shader stage. For
- * example, we may be processing the uniform in the fragment shader, but
- * the uniform was already processed in the vertex shader.
+ /* If there is already storage associated with this uniform or if the
+ * uniform is set as builtin, it means that it was set while processing
+ * an earlier shader stage. For example, we may be processing the
+ * uniform in the fragment shader, but the uniform was already processed
+ * in the vertex shader.
*/
- if (this->uniforms[id].storage != NULL) {
+ if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) {
return;
}
this->uniforms[id].initialized = 0;
this->uniforms[id].num_driver_storage = 0;
this->uniforms[id].driver_storage = NULL;
- this->uniforms[id].storage = this->values;
this->uniforms[id].atomic_buffer_index = -1;
this->uniforms[id].hidden =
current_var->data.how_declared == ir_var_hidden;
+ this->uniforms[id].builtin = is_gl_identifier(name);
+
+ /* Do not assign storage if the uniform is builtin */
+ if (!this->uniforms[id].builtin)
+ this->uniforms[id].storage = this->values;
+
if (this->ubo_block_index != -1) {
this->uniforms[id].block_index = this->ubo_block_index;
- const unsigned alignment = record_type
- ? record_type->std140_base_alignment(row_major)
- : type->std140_base_alignment(row_major);
+ const unsigned alignment = type->std140_base_alignment(row_major);
this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, alignment);
this->uniforms[id].offset = this->ubo_byte_offset;
this->ubo_byte_offset += type->std140_size(row_major);
- if (last_field)
- this->ubo_byte_offset = glsl_align(this->ubo_byte_offset, 16);
-
if (type->is_array()) {
this->uniforms[id].array_stride =
glsl_align(type->fields.array->std140_size(row_major), 16);
}
if (type->without_array()->is_matrix()) {
- this->uniforms[id].matrix_stride = 16;
+ const glsl_type *matrix = type->without_array();
+ const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
+ const unsigned items = row_major ? matrix->matrix_columns : matrix->vector_elements;
+
+ assert(items <= 4);
+ this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
this->uniforms[id].row_major = row_major;
} else {
this->uniforms[id].matrix_stride = 0;
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
- prog->NumUserUniformStorage = 0;
+ prog->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
- /* FINISHME: Update code to process built-in uniforms!
- */
- if (is_gl_identifier(var->name)) {
- uniform_size.num_shader_uniform_components +=
- var->type->component_slots();
- continue;
- }
-
uniform_size.process(var);
}
}
}
- const unsigned num_user_uniforms = uniform_size.num_active_uniforms;
+ const unsigned num_uniforms = uniform_size.num_active_uniforms;
const unsigned num_data_slots = uniform_size.num_values;
/* On the outside chance that there were no uniforms, bail out.
*/
- if (num_user_uniforms == 0)
+ if (num_uniforms == 0)
return;
struct gl_uniform_storage *uniforms =
- rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms);
+ rzalloc_array(prog, struct gl_uniform_storage, num_uniforms);
union gl_constant_value *data =
rzalloc_array(uniforms, union gl_constant_value, num_data_slots);
#ifndef NDEBUG
if ((var == NULL) || (var->data.mode != ir_var_uniform))
continue;
- /* FINISHME: Update code to process built-in uniforms!
- */
- if (is_gl_identifier(var->name))
- continue;
-
parcel.set_and_process(prog, var);
}
}
const unsigned hidden_uniforms =
- move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms);
+ move_hidden_uniforms_to_end(prog, uniforms, num_uniforms);
/* Reserve all the explicit locations of the active uniforms. */
- for (unsigned i = 0; i < num_user_uniforms; i++) {
+ for (unsigned i = 0; i < num_uniforms; i++) {
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
}
/* Reserve locations for rest of the uniforms. */
- for (unsigned i = 0; i < num_user_uniforms; i++) {
+ for (unsigned i = 0; i < num_uniforms; i++) {
+
+ /* Built-in uniforms should not get any location. */
+ if (uniforms[i].builtin)
+ continue;
/* Explicit ones have been set already. */
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
}
#ifndef NDEBUG
- for (unsigned i = 0; i < num_user_uniforms; i++) {
- assert(uniforms[i].storage != NULL);
+ for (unsigned i = 0; i < num_uniforms; i++) {
+ assert(uniforms[i].storage != NULL || uniforms[i].builtin);
}
assert(parcel.values == data_end);
#endif
- prog->NumUserUniformStorage = num_user_uniforms;
+ prog->NumUniformStorage = num_uniforms;
prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;