return 0;
}
+
+int
+glsl_type::sampler_coordinate_components() const
+{
+ assert(is_sampler());
+
+ int size;
+
+ switch (sampler_dimensionality) {
+ case GLSL_SAMPLER_DIM_1D:
+ case GLSL_SAMPLER_DIM_BUF:
+ size = 1;
+ break;
+ case GLSL_SAMPLER_DIM_2D:
+ case GLSL_SAMPLER_DIM_RECT:
+ case GLSL_SAMPLER_DIM_MS:
+ case GLSL_SAMPLER_DIM_EXTERNAL:
+ size = 2;
+ break;
+ case GLSL_SAMPLER_DIM_3D:
+ case GLSL_SAMPLER_DIM_CUBE:
+ size = 3;
+ break;
+ default:
+ assert(!"Should not get here.");
+ size = 1;
+ break;
+ }
+
+ /* Array textures need an additional component for the array index. */
+ if (sampler_array)
+ size += 1;
+
+ return size;
+}
return is_array() ? length : -1;
}
+ /**
+ * Return the number of coordinate components needed for this sampler type.
+ *
+ * This is based purely on the sampler's dimensionality. For example, this
+ * returns 1 for sampler1D, and 3 for sampler2DArray.
+ *
+ * Note that this is often different than actual coordinate type used in
+ * a texturing built-in function, since those pack additional values (such
+ * as the shadow comparitor or projector) into the coordinate type.
+ */
+ int sampler_coordinate_components() const;
+
private:
/**
* ralloc context for all glsl_type allocations