#include "st_glsl_types.h"
/**
- * Returns type size in units of vec4 slots.
+ * Returns the number of places to offset the uniform index, given the type of
+ * a struct member. We use this because samplers and images have backing
+ * storeage only when they are bindless.
*/
int
-st_glsl_attrib_type_size(const struct glsl_type *type, bool is_vs_input)
+st_glsl_storage_type_size(const struct glsl_type *type, bool is_bindless)
{
unsigned int i;
int size;
break;
case GLSL_TYPE_DOUBLE:
if (type->is_matrix()) {
- if (type->vector_elements <= 2 || is_vs_input)
+ if (type->vector_elements <= 2)
return type->matrix_columns;
else
return type->matrix_columns * 2;
/* For doubles if we have a double or dvec2 they fit in one
* vec4, else they need 2 vec4s.
*/
- if (type->vector_elements <= 2 || is_vs_input)
+ if (type->vector_elements <= 2)
return 1;
else
return 2;
break;
case GLSL_TYPE_UINT64:
case GLSL_TYPE_INT64:
- if (type->vector_elements <= 2 || is_vs_input)
+ if (type->vector_elements <= 2)
return 1;
else
return 2;
case GLSL_TYPE_ARRAY:
assert(type->length > 0);
- return st_glsl_attrib_type_size(type->fields.array, is_vs_input) * type->length;
+ return st_glsl_storage_type_size(type->fields.array, is_bindless) *
+ type->length;
case GLSL_TYPE_STRUCT:
size = 0;
for (i = 0; i < type->length; i++) {
- size += st_glsl_attrib_type_size(type->fields.structure[i].type, is_vs_input);
+ size += st_glsl_storage_type_size(type->fields.structure[i].type,
+ is_bindless);
}
return size;
case GLSL_TYPE_SAMPLER:
case GLSL_TYPE_IMAGE:
+ if (!is_bindless)
+ return 0;
+ /* fall through */
case GLSL_TYPE_SUBROUTINE:
- /* Samplers take up one slot in UNIFORMS[], but they're baked in
- * at link time.
- */
return 1;
case GLSL_TYPE_ATOMIC_UINT:
case GLSL_TYPE_INTERFACE:
}
return 0;
}
-
-int
-st_glsl_type_size(const struct glsl_type *type)
-{
- return st_glsl_attrib_type_size(type, false);
-}