blob_write_string(metadata, prog->data->UniformStorage[i].name);
blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
prog->data->UniformDataSlots);
+ blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
+ blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
blob_write_uint32(metadata,
blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
sizeof(prog->data->UniformStorage[i].opaque));
}
+
+ /* Here we cache all uniform values. We do this to retain values for
+ * uniforms with initialisers and also hidden uniforms that may be lowered
+ * constant arrays. We could possibly just store the values we need but for
+ * now we just store everything.
+ */
+ blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (!prog->data->UniformStorage[i].builtin) {
+ unsigned vec_size =
+ values_for_type(prog->data->UniformStorage[i].type) *
+ MAX2(prog->data->UniformStorage[i].array_elements, 1);
+ blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
+ sizeof(union gl_constant_value) * vec_size);
+ }
+ }
}
static void
uniforms[i].array_elements = blob_read_uint32(metadata);
uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
uniforms[i].storage = data + blob_read_uint32(metadata);
+ uniforms[i].builtin = blob_read_uint32(metadata);
uniforms[i].remap_location = blob_read_uint32(metadata);
uniforms[i].block_index = blob_read_uint32(metadata);
uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
uniforms[i].offset = blob_read_uint32(metadata);
uniforms[i].array_stride = blob_read_uint32(metadata);
+ uniforms[i].hidden = blob_read_uint32(metadata);
uniforms[i].matrix_stride = blob_read_uint32(metadata);
uniforms[i].row_major = blob_read_uint32(metadata);
uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
sizeof(uniforms[i].opaque));
}
+
+ /* Restore uniform values. */
+ prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (!prog->data->UniformStorage[i].builtin) {
+ unsigned vec_size =
+ values_for_type(prog->data->UniformStorage[i].type) *
+ MAX2(prog->data->UniformStorage[i].array_elements, 1);
+ blob_copy_bytes(metadata,
+ (uint8_t *) prog->data->UniformStorage[i].storage,
+ sizeof(union gl_constant_value) * vec_size);
+ }
+ }
}
enum uniform_remap_type