}
}
+void
+uniform_field_visitor::process(const glsl_type *type, const char *name)
+{
+ assert(type->is_record()
+ || (type->is_array() && type->fields.array->is_record())
+ || type->is_interface()
+ || (type->is_array() && type->fields.array->is_interface()));
+
+ char *name_copy = ralloc_strdup(NULL, name);
+ recursion(type, &name_copy, strlen(name), false);
+ ralloc_free(name_copy);
+}
+
void
uniform_field_visitor::process(ir_variable *var)
{
this->num_shader_uniform_components = 0;
}
+ void process(ir_variable *var)
+ {
+ if (var->is_interface_instance())
+ uniform_field_visitor::process(var->interface_type,
+ var->interface_type->name);
+ else
+ uniform_field_visitor::process(var);
+ }
+
/**
* Total number of active uniforms counted
*/
*/
void process(ir_variable *var);
+ /**
+ * Begin processing a uniform of a structured type.
+ *
+ * This flavor of \c process should be used to handle structured types
+ * (i.e., structures, interfaces, or arrays there of) that need special
+ * name handling. A common usage is to handle cases where the block name
+ * (instead of the instance name) is used for an interface block.
+ *
+ * \param type Type that is to be processed, associated with \c name
+ * \param name Base name of the structured uniform being processed
+ *
+ * \note
+ * \c type must be \c GLSL_TYPE_RECORD, \c GLSL_TYPE_INTERFACE, or an array
+ * there of.
+ */
+ void process(const glsl_type *type, const char *name);
+
protected:
/**
* Method invoked for each leaf of the uniform