const unsigned elements = MAX2(storage->array_elements, 1);
- /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
+ /* Section 4.4.6 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.50 spec
* says:
*
* "If the binding identifier is used with an array, the first element
}
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- gl_linked_shader *shader = prog->_LinkedShaders[sh];
-
- if (shader) {
- if (storage->type->is_sampler() && storage->opaque[sh].active) {
- for (unsigned i = 0; i < elements; i++) {
- const unsigned index = storage->opaque[sh].index + i;
- if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
- break;
- shader->Program->SamplerUnits[index] =
- storage->storage[i].i;
- }
+ gl_linked_shader *shader = prog->_LinkedShaders[sh];
- } else if (storage->type->is_image() &&
- storage->opaque[sh].active) {
- for (unsigned i = 0; i < elements; i++) {
- const unsigned index = storage->opaque[sh].index + i;
- if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
- break;
- shader->Program->sh.ImageUnits[index] =
- storage->storage[i].i;
- }
+ if (!shader)
+ continue;
+ if (!storage->opaque[sh].active)
+ continue;
+
+ if (storage->type->is_sampler()) {
+ for (unsigned i = 0; i < elements; i++) {
+ const unsigned index = storage->opaque[sh].index + i;
+ if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
+ break;
+ shader->Program->SamplerUnits[index] = storage->storage[i].i;
+ }
+ } else if (storage->type->is_image()) {
+ for (unsigned i = 0; i < elements; i++) {
+ const unsigned index = storage->opaque[sh].index + i;
+ if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
+ break;
+ shader->Program->sh.ImageUnits[index] = storage->storage[i].i;
}
}
}