* get stored, rather than in some global gl_shader_program uniform
* store.
*/
-int
-fs_visitor::setup_uniform_values(int loc, const glsl_type *type)
+void
+fs_visitor::setup_uniform_values(ir_variable *ir)
{
- unsigned int offset = 0;
-
- if (type->is_matrix()) {
- const glsl_type *column = glsl_type::get_instance(GLSL_TYPE_FLOAT,
- type->vector_elements,
- 1);
-
- for (unsigned int i = 0; i < type->matrix_columns; i++) {
- offset += setup_uniform_values(loc + offset, column);
- }
-
- return offset;
- }
+ int namelen = strlen(ir->name);
- switch (type->base_type) {
- case GLSL_TYPE_FLOAT:
- case GLSL_TYPE_UINT:
- case GLSL_TYPE_INT:
- case GLSL_TYPE_BOOL:
- for (unsigned int i = 0; i < type->vector_elements; i++) {
- c->prog_data.param[c->prog_data.nr_params++] =
- &fp->Base.Parameters->ParameterValues[loc][i].f;
+ /* The data for our (non-builtin) uniforms is stored in a series of
+ * gl_uniform_driver_storage structs for each subcomponent that
+ * glGetUniformLocation() could name. We know it's been set up in the same
+ * order we'd walk the type, so walk the list of storage and find anything
+ * with our name, or the prefix of a component that starts with our name.
+ */
+ unsigned params_before = c->prog_data.nr_params;
+ for (unsigned u = 0; u < prog->NumUserUniformStorage; u++) {
+ struct gl_uniform_storage *storage = &prog->UniformStorage[u];
+
+ if (strncmp(ir->name, storage->name, namelen) != 0 ||
+ (storage->name[namelen] != 0 &&
+ storage->name[namelen] != '.' &&
+ storage->name[namelen] != '[')) {
+ continue;
}
- return 1;
- case GLSL_TYPE_STRUCT:
- for (unsigned int i = 0; i < type->length; i++) {
- offset += setup_uniform_values(loc + offset,
- type->fields.structure[i].type);
- }
- return offset;
+ unsigned slots = storage->type->component_slots();
+ if (storage->array_elements)
+ slots *= storage->array_elements;
- case GLSL_TYPE_ARRAY:
- for (unsigned int i = 0; i < type->length; i++) {
- offset += setup_uniform_values(loc + offset, type->fields.array);
+ for (unsigned i = 0; i < slots; i++) {
+ c->prog_data.param[c->prog_data.nr_params++] =
+ &storage->storage[i].f;
}
- return offset;
-
- case GLSL_TYPE_SAMPLER:
- /* The sampler takes up a slot, but we don't use any values from it. */
- return 1;
-
- default:
- assert(!"not reached");
- return 0;
}
+
+ /* Make sure we actually initialized the right amount of stuff here. */
+ assert(params_before + ir->type->component_slots() ==
+ c->prog_data.nr_params);
}