return 0;
}
+unsigned
+glsl_type::record_location_offset(unsigned length) const
+{
+ unsigned offset = 0;
+ const glsl_type *t = this->without_array();
+ if (t->is_record()) {
+ assert(length <= t->length);
+
+ for (unsigned i = 0; i < length; i++) {
+ const glsl_type *st = t->fields.structure[i].type;
+ const glsl_type *wa = st->without_array();
+ if (wa->is_record()) {
+ unsigned r_offset = wa->record_location_offset(wa->length);
+ offset += st->is_array() ? st->length * r_offset : r_offset;
+ } else {
+ /* We dont worry about arrays here because unless the array
+ * contains a structure or another array it only takes up a single
+ * uniform slot.
+ */
+ offset += 1;
+ }
+ }
+ }
+ return offset;
+}
+
unsigned
glsl_type::uniform_locations() const
{
*/
unsigned component_slots() const;
+ /**
+ * Calculate offset between the base location of the struct in
+ * uniform storage and a struct member.
+ * For the initial call, length is the index of the member to find the
+ * offset for.
+ */
+ unsigned record_location_offset(unsigned length) const;
+
/**
* Calculate the number of unique values from glGetUniformLocation for the
* elements of the type.