#include "main/core.h"
#include "ir.h"
#include "linker.h"
+#include "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
struct string_to_uint_map *map;
};
+
+/**
+ * Class to help parcel out pieces of backing storage to uniforms
+ *
+ * Each uniform processed has some range of the \c gl_constant_value
+ * structures associated with it. The association is done by finding
+ * the uniform in the \c string_to_uint_map and using the value from
+ * the map to connect that slot in the \c gl_uniform_storage table
+ * with the next available slot in the \c gl_constant_value array.
+ *
+ * \warning
+ * This class assumes that every uniform that will be processed is
+ * already in the \c string_to_uint_map. In addition, it assumes that
+ * the \c gl_uniform_storage and \c gl_constant_value arrays are "big
+ * enough."
+ */
+class parcel_out_uniform_storage : public uniform_field_visitor {
+public:
+ parcel_out_uniform_storage(struct string_to_uint_map *map,
+ struct gl_uniform_storage *uniforms,
+ union gl_constant_value *values)
+ : map(map), uniforms(uniforms), next_sampler(0), values(values)
+ {
+ /* empty */
+ }
+
+private:
+ virtual void visit_field(const glsl_type *type, const char *name)
+ {
+ assert(!type->is_record());
+ assert(!(type->is_array() && type->fields.array->is_record()));
+
+ unsigned id;
+ bool found = this->map->get(id, name);
+ assert(found);
+
+ if (!found)
+ return;
+
+ /* If there is already storage associated with this uniform, it means
+ * that it was set while processing an earlier shader stage. For
+ * example, we may be processing the uniform in the fragment shader, but
+ * the uniform was already processed in the vertex shader.
+ */
+ if (this->uniforms[id].storage != NULL)
+ return;
+
+ const glsl_type *base_type;
+ if (type->is_array()) {
+ this->uniforms[id].array_elements = type->length;
+ base_type = type->fields.array;
+ } else {
+ this->uniforms[id].array_elements = 0;
+ base_type = type;
+ }
+
+ if (base_type->is_sampler()) {
+ this->uniforms[id].sampler = this->next_sampler;
+
+ /* Increment the sampler by 1 for non-arrays and by the number of
+ * array elements for arrays.
+ */
+ this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
+ } else {
+ this->uniforms[id].sampler = ~0;
+ }
+
+ this->uniforms[id].name = strdup(name);
+ this->uniforms[id].type = base_type;
+ this->uniforms[id].initialized = 0;
+ this->uniforms[id].num_driver_storage = 0;
+ this->uniforms[id].driver_storage = NULL;
+ this->uniforms[id].storage = this->values;
+
+ this->values += values_for_type(type);
+ }
+
+ struct string_to_uint_map *map;
+
+ struct gl_uniform_storage *uniforms;
+ unsigned next_sampler;
+
+public:
+ union gl_constant_value *values;
+};