if (shader_prog->Label)
shader->info->label = ralloc_strdup(shader, shader_prog->Label);
shader->info->num_textures = util_last_bit(sh->Program->SamplersUsed);
- shader->info->num_ubos = sh->NumUniformBlocks;
shader->info->num_ssbos = sh->NumShaderStorageBlocks;
shader->info->clip_distance_array_size = sh->Program->ClipDistanceArraySize;
shader->info->cull_distance_array_size = sh->Program->CullDistanceArraySize;
var->data.mode == ir_var_shader_storage);
unsigned num_blocks = var->data.mode == ir_var_uniform ?
- shader->NumUniformBlocks : shader->NumShaderStorageBlocks;
+ shader->Program->info.num_ubos : shader->NumShaderStorageBlocks;
struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
shader->UniformBlocks : shader->ShaderStorageBlocks;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
sh->num_combined_uniform_components = sh->num_uniform_components;
- for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
+ for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
sh->num_combined_uniform_components +=
sh->UniformBlocks[i]->UniformBufferSize / 4;
}
prog->_LinkedShaders[i]->NumShaderStorageBlocks;
} else {
max_num_buffer_blocks +=
- prog->_LinkedShaders[i]->NumUniformBlocks;
+ prog->_LinkedShaders[i]->Program->info.num_ubos;
}
}
}
sh_num_blocks = prog->_LinkedShaders[i]->NumShaderStorageBlocks;
sh_blks = sh->ShaderStorageBlocks;
} else {
- sh_num_blocks = prog->_LinkedShaders[i]->NumUniformBlocks;
+ sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ubos;
sh_blks = sh->UniformBlocks;
}
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->UniformBlocks[i] = &ubo_blocks[i];
}
- linked->NumUniformBlocks = num_ubo_blocks;
+ linked->Program->info.num_ubos = num_ubo_blocks;
/* Copy ssbo blocks to linked shader list */
linked->ShaderStorageBlocks =
}
total_shader_storage_blocks += sh->NumShaderStorageBlocks;
- total_uniform_blocks += sh->NumUniformBlocks;
+ total_uniform_blocks += sh->Program->info.num_ubos;
const unsigned max_uniform_blocks =
ctx->Const.Program[i].MaxUniformBlocks;
- if (max_uniform_blocks < sh->NumUniformBlocks) {
+ if (max_uniform_blocks < sh->Program->info.num_ubos) {
linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
- _mesa_shader_stage_to_string(i), sh->NumUniformBlocks,
- max_uniform_blocks);
+ _mesa_shader_stage_to_string(i),
+ sh->Program->info.num_ubos, max_uniform_blocks);
}
const unsigned max_shader_storage_blocks =
num_blocks = shader->NumShaderStorageBlocks;
blocks = shader->ShaderStorageBlocks;
} else {
- num_blocks = shader->NumUniformBlocks;
+ num_blocks = shader->Program->info.num_ubos;
blocks = shader->UniformBlocks;
}
this->uniform_block = NULL;
next_binding_table_offset += num_textures;
if (shader) {
- assert(shader->NumUniformBlocks <= BRW_MAX_UBO);
+ assert(prog->info.num_ubos <= BRW_MAX_UBO);
stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
- next_binding_table_offset += shader->NumUniformBlocks;
+ next_binding_table_offset += prog->info.num_ubos;
assert(shader->NumShaderStorageBlocks <= BRW_MAX_SSBO);
stage_prog_data->binding_table.ssbo_start = next_binding_table_offset;
uint32_t *ubo_surf_offsets =
&stage_state->surf_offset[prog_data->binding_table.ubo_start];
- for (int i = 0; i < shader->NumUniformBlocks; i++) {
+ for (int i = 0; i < shader->Program->info.num_ubos; i++) {
struct gl_uniform_buffer_binding *binding =
&ctx->UniformBufferBindings[shader->UniformBlocks[i]->Binding];
}
}
- if (shader->NumUniformBlocks || shader->NumShaderStorageBlocks)
+ if (shader->Program->info.num_ubos || shader->NumShaderStorageBlocks)
brw->ctx.NewDriverState |= BRW_NEW_SURFACES;
}
*/
unsigned num_combined_uniform_components;
- unsigned NumUniformBlocks;
struct gl_uniform_block **UniformBlocks;
unsigned NumShaderStorageBlocks;
if (!shader)
return;
- for (i = 0; i < shader->NumUniformBlocks; i++) {
+ for (i = 0; i < shader->Program->info.num_ubos; i++) {
struct gl_uniform_buffer_binding *binding;
struct st_buffer_object *st_obj;
}
if (program->shader) {
- unsigned num_ubos = program->shader->NumUniformBlocks;
-
- for (i = 0; i < num_ubos; i++) {
+ for (i = 0; i < proginfo->info.num_ubos; i++) {
unsigned size = program->shader->UniformBlocks[i]->UniformBufferSize;
unsigned num_const_vecs = (size + 15) / 16;
unsigned first, last;
if (shader->NumImages)
*states |= new_images;
- if (shader->NumUniformBlocks)
+ if (prog->info.num_ubos)
*states |= new_ubos;
if (shader->NumShaderStorageBlocks)