* uniform if the \c ::driver_storage interface is not used.
*/
union gl_constant_value *storage;
+
+ /** Fields for GL_ARB_uniform_buffer_object
+ * @{
+ */
+
+ /**
+ * GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing
+ * the uniform, or -1 for the default uniform block. Note that the
+ * index is into the linked program's UniformBlocks[] array, not
+ * the linked shader's.
+ */
+ int block_index;
+
+ /** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. */
+ int offset;
+
+ /**
+ * GL_UNIFORM_MATRIX_STRIDE: byte stride between columns or rows of
+ * a matrix. Set to 0 for non-matrices in UBOs, or -1 for uniforms
+ * in the default uniform block.
+ */
+ int matrix_stride;
+
+ /**
+ * GL_UNIFORM_ARRAY_STRIDE: byte stride between elements of the
+ * array. Set to zero for non-arrays in UBOs, or -1 for uniforms
+ * in the default uniform block.
+ */
+ int array_stride;
+
+ /** GL_UNIFORM_ROW_MAJOR: true iff it's a row-major matrix in a UBO */
+ bool row_major;
+
+ /** @} */
};
#ifdef __cplusplus
this->shader_shadow_samplers = 0;
}
+ void set_and_process(struct gl_shader_program *prog,
+ ir_variable *var)
+ {
+ ubo_var = NULL;
+ if (var->uniform_block != -1) {
+ struct gl_uniform_block *block =
+ &prog->UniformBlocks[var->uniform_block];
+
+ ubo_block_index = var->uniform_block;
+ ubo_var_index = var->location;
+ ubo_var = &block->Uniforms[var->location];
+ ubo_byte_offset = ubo_var->Offset;
+ }
+
+ process(var);
+ }
+
+ struct gl_uniform_buffer_variable *ubo_var;
+ int ubo_block_index;
+ int ubo_var_index;
+ int ubo_byte_offset;
+
private:
virtual void visit_field(const glsl_type *type, const char *name)
{
this->uniforms[id].num_driver_storage = 0;
this->uniforms[id].driver_storage = NULL;
this->uniforms[id].storage = this->values;
+ if (this->ubo_var) {
+ this->uniforms[id].block_index = this->ubo_block_index;
+
+ /* FINISHME: Actual std140 offset assignment. */
+ this->uniforms[id].offset = this->ubo_byte_offset;
+ this->ubo_byte_offset += 4 * type->components();
+ this->uniforms[id].array_stride = 0;
+ this->uniforms[id].matrix_stride = 0;
+ this->uniforms[id].row_major = base_type->is_matrix() &&
+ ubo_var->RowMajor;
+ } else {
+ this->uniforms[id].block_index = -1;
+ this->uniforms[id].offset = -1;
+ this->uniforms[id].array_stride = -1;
+ this->uniforms[id].matrix_stride = -1;
+ this->uniforms[id].row_major = false;
+ }
this->values += values_for_type(type);
}
if (strncmp("gl_", var->name, 3) == 0)
continue;
- parcel.process(var);
+ parcel.set_and_process(prog, var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;