* Here, it is expected that nir_link_uniforms() has already been
* called, so that UniformStorage table is already available.
*/
+ int top_level_array_base_offset = -1;
+ int top_level_array_size_in_bytes = -1;
+ int second_element_offset = -1;
+ int block_index = -1;
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
if (uniform->hidden)
continue;
- if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, uniform,
+ if (!link_util_should_add_buffer_variable(prog, uniform,
+ top_level_array_base_offset,
+ top_level_array_size_in_bytes,
+ second_element_offset, block_index))
+ continue;
+
+
+ if (prog->data->UniformStorage[i].offset >= second_element_offset) {
+ top_level_array_base_offset =
+ prog->data->UniformStorage[i].offset;
+
+ top_level_array_size_in_bytes =
+ prog->data->UniformStorage[i].top_level_array_size *
+ prog->data->UniformStorage[i].top_level_array_stride;
+
+ /* Set or reset the second element offset. For non arrays this
+ * will be set to -1.
+ */
+ second_element_offset = top_level_array_size_in_bytes ?
+ top_level_array_base_offset +
+ prog->data->UniformStorage[i].top_level_array_stride : -1;
+ }
+ block_index = uniform->block_index;
+
+
+ GLenum interface = uniform->is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
+ if (!link_util_add_program_resource(prog, resource_set, interface, uniform,
uniform->active_shader_mask)) {
return;
}