false, record_array_count);
ralloc_free(name);
} else {
+ this->set_record_array_count(record_array_count);
this->visit_field(t, var->name, row_major, NULL, packing, false);
}
}
/* Assign explicit locations. */
if (current_var->data.explicit_location) {
/* Set sequential locations for struct fields. */
- if (record_type != NULL) {
+ if (current_var->type->without_array()->is_record() ||
+ current_var->type->is_array_of_arrays()) {
const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
this->uniforms[id].remap_location =
this->explicit_location + field_counter;
}
}
-/**
- * Scan the program for image uniforms and store image unit access
- * information into the gl_shader data structure.
- */
static void
-link_set_image_access_qualifiers(struct gl_shader_program *prog)
+link_set_image_access_qualifiers(struct gl_shader_program *prog,
+ gl_shader *sh, unsigned shader_stage,
+ ir_variable *var, const glsl_type *type,
+ char **name, size_t name_length)
{
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- gl_shader *sh = prog->_LinkedShaders[i];
-
- if (sh == NULL)
- continue;
+ /* Handle arrays of arrays */
+ if (type->is_array() && type->fields.array->is_array()) {
+ for (unsigned i = 0; i < type->length; i++) {
+ size_t new_length = name_length;
- foreach_in_list(ir_instruction, node, sh->ir) {
- ir_variable *var = node->as_variable();
+ /* Append the subscript to the current variable name */
+ ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
- if (var && var->data.mode == ir_var_uniform &&
- var->type->contains_image()) {
- unsigned id = 0;
- bool found = prog->UniformHash->get(id, var->name);
- assert(found);
- (void) found;
- const gl_uniform_storage *storage = &prog->UniformStorage[id];
- const unsigned index = storage->opaque[i].index;
- const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
- var->data.image_write_only ? GL_WRITE_ONLY :
- GL_READ_WRITE);
-
- for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
- sh->ImageAccess[index + j] = access;
- }
+ link_set_image_access_qualifiers(prog, sh, shader_stage, var,
+ type->fields.array, name,
+ new_length);
}
+ } else {
+ unsigned id = 0;
+ bool found = prog->UniformHash->get(id, *name);
+ assert(found);
+ (void) found;
+ const gl_uniform_storage *storage = &prog->UniformStorage[id];
+ const unsigned index = storage->opaque[shader_stage].index;
+ const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
+ var->data.image_write_only ? GL_WRITE_ONLY :
+ GL_READ_WRITE);
+
+ for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
+ sh->ImageAccess[index + j] = access;
}
}
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < num_uniforms; i++) {
- if (uniforms[i].type->is_subroutine())
+ if (uniforms[i].type->is_subroutine() ||
+ uniforms[i].is_shader_storage)
continue;
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
/* Reserve locations for rest of the uniforms. */
for (unsigned i = 0; i < num_uniforms; i++) {
- if (uniforms[i].type->is_subroutine())
+ if (uniforms[i].type->is_subroutine() ||
+ uniforms[i].is_shader_storage)
continue;
+
/* Built-in uniforms should not get any location. */
if (uniforms[i].builtin)
continue;
prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;
- link_set_image_access_qualifiers(prog);
+ /**
+ * Scan the program for image uniforms and store image unit access
+ * information into the gl_shader data structure.
+ */
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ gl_shader *sh = prog->_LinkedShaders[i];
+
+ if (sh == NULL)
+ continue;
+
+ foreach_in_list(ir_instruction, node, sh->ir) {
+ ir_variable *var = node->as_variable();
+
+ if (var && var->data.mode == ir_var_uniform &&
+ var->type->contains_image()) {
+ char *name_copy = ralloc_strdup(NULL, var->name);
+ link_set_image_access_qualifiers(prog, sh, i, var, var->type,
+ &name_copy, strlen(var->name));
+ ralloc_free(name_copy);
+ }
+ }
+ }
+
link_set_uniform_initializers(prog, boolean_true);
return;