this->shader_shadow_samplers = 0;
}
- void set_and_process(struct gl_shader *shader,
+ void set_and_process(struct gl_shader_program *prog,
+ struct gl_shader *shader,
ir_variable *var)
{
ubo_var = NULL;
struct gl_uniform_block *block =
&shader->UniformBlocks[var->uniform_block];
- ubo_block_index = var->uniform_block;
+ ubo_block_index = -1;
+ for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ if (!strcmp(prog->UniformBlocks[i].Name,
+ shader->UniformBlocks[var->uniform_block].Name)) {
+ ubo_block_index = i;
+ break;
+ }
+ }
+ assert(ubo_block_index != -1);
+
ubo_var_index = var->location;
ubo_var = &block->Uniforms[var->location];
ubo_byte_offset = ubo_var->Offset;
const gl_texture_index target = base_type->sampler_index();
const unsigned shadow = base_type->sampler_shadow;
for (unsigned i = this->uniforms[id].sampler
- ; i < this->next_sampler
+ ; i < MIN2(this->next_sampler, MAX_SAMPLERS)
; i++) {
this->targets[i] = target;
this->shader_samplers_used |= 1U << i;
ubo_var->Offset = offset;
offset += size;
}
- block->UniformBufferSize = offset;
+
+ /* From the GL_ARB_uniform_buffer_object spec:
+ *
+ * "For uniform blocks laid out according to [std140] rules,
+ * the minimum buffer object size returned by the
+ * UNIFORM_BLOCK_DATA_SIZE query is derived by taking the
+ * offset of the last basic machine unit consumed by the
+ * last uniform of the uniform block (including any
+ * end-of-array or end-of-structure padding), adding one,
+ * and rounding up to the next multiple of the base
+ * alignment required for a vec4."
+ */
+ block->UniformBufferSize = align(offset, 16);
}
}
/* FINISHME: Update code to process built-in uniforms!
*/
- if (strncmp("gl_", var->name, 3) == 0)
+ if (strncmp("gl_", var->name, 3) == 0) {
+ uniform_size.num_shader_uniform_components +=
+ var->type->component_slots();
continue;
+ }
uniform_size.process(var);
}
if (strncmp("gl_", var->name, 3) == 0)
continue;
- parcel.set_and_process(prog->_LinkedShaders[i], var);
+ parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;