for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *sh = prog->_LinkedShaders[i];
- prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
- max_num_uniform_blocks);
+ prog->InterfaceBlockStageIndex[i] = ralloc_array(prog, int,
+ max_num_uniform_blocks);
for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
- prog->UniformBlockStageIndex[i][j] = -1;
+ prog->InterfaceBlockStageIndex[i][j] = -1;
if (sh == NULL)
continue;
return false;
}
- prog->UniformBlockStageIndex[i][index] = j;
+ prog->InterfaceBlockStageIndex[i][index] = j;
}
}
}
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
- if (prog->UniformBlockStageIndex[j][i] != -1) {
+ if (prog->InterfaceBlockStageIndex[j][i] != -1) {
struct gl_shader *sh = prog->_LinkedShaders[j];
- int stage_index = prog->UniformBlockStageIndex[j][i];
+ int stage_index = prog->InterfaceBlockStageIndex[j][i];
if (sh && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage) {
shader_blocks[j]++;
total_shader_storage_blocks++;
total_image_units += sh->NumImages;
for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
- int stage_index = prog->UniformBlockStageIndex[i][j];
+ int stage_index = prog->InterfaceBlockStageIndex[i][j];
if (stage_index != -1 && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage)
total_shader_storage_blocks++;
}
int block_index = shProg->UniformStorage[i].block_index;
if (block_index != -1) {
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
- if (shProg->UniformBlockStageIndex[j][block_index] != -1)
+ if (shProg->InterfaceBlockStageIndex[j][block_index] != -1)
stageref |= (1 << j);
}
}
continue;
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
- if (!shProg->UniformStorage[i].opaque[j].active)
+ if (!shProg->UniformStorage[i].opaque[j].active ||
+ !shProg->UniformStorage[i].type->is_subroutine())
continue;
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
return;
}
}
-
- /* TODO - following extensions will require more resource types:
- *
- * GL_ARB_shader_storage_buffer_object
- */
}
/**
/* FINISHME: Assign fragment shader output locations. */
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ if (ctx->Const.ShaderCompilerOptions[i].LowerBufferInterfaceBlocks)
+ lower_ubo_reference(prog->_LinkedShaders[i]);
+ }
+
done:
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
free(shader_list[i]);