return 1;
}
break;
+ case GLSL_TYPE_UINT64:
+ case GLSL_TYPE_INT64:
+ if (type->vector_elements > 2)
+ return 2;
+ else
+ return 1;
case GLSL_TYPE_ARRAY:
assert(type->length > 0);
return type_size(type->fields.array) * type->length;
unsigned columns = 0;
int dmul = 4 * sizeof(float);
switch (storage->type->base_type) {
+ case GLSL_TYPE_UINT64:
+ if (storage->type->vector_elements > 2)
+ dmul *= 2;
+ /* fallthrough */
case GLSL_TYPE_UINT:
assert(ctx->Const.NativeIntegers);
format = uniform_native;
columns = 1;
break;
+ case GLSL_TYPE_INT64:
+ if (storage->type->vector_elements > 2)
+ dmul *= 2;
+ /* fallthrough */
case GLSL_TYPE_INT:
format =
(ctx->Const.NativeIntegers) ? uniform_native : uniform_int_float;
do_set_program_inouts(shader->ir, prog, shader->Stage);
- prog->SamplersUsed = shader->active_samplers;
prog->ShadowSamplers = shader->shadow_samplers;
- prog->ExternalSamplersUsed = gl_external_samplers(shader);
+ prog->ExternalSamplersUsed = gl_external_samplers(prog);
_mesa_update_shader_textures_used(shader_program, prog);
/* Set the gl_FragDepth layout. */