* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: explicit location until linking then reused to
+ * store uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
var->get_interface_type()->name);
else
process(var);
- } else
+ } else {
+ /* Store any explicit location and reset data location so we can
+ * reuse this variable for storing the uniform slot number.
+ */
+ this->explicit_location = current_var->data.location;
+ current_var->data.location = -1;
+
process(var);
}
delete this->record_next_sampler;
handle_images(base_type, &this->uniforms[id]);
handle_subroutines(base_type, &this->uniforms[id]);
+ /* For array of arrays or struct arrays the base location may have
+ * already been set so dont set it again.
+ */
+ if (ubo_block_index == -1 && current_var->data.location == -1) {
+ current_var->data.location = id;
+ }
+
/* If there is already storage associated with this uniform or if the
* uniform is set as builtin, it means that it was set while processing
* an earlier shader stage. For example, we may be processing the
if (record_type != NULL) {
const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
this->uniforms[id].remap_location =
- current_var->data.location + field_counter;
+ this->explicit_location + field_counter;
field_counter += entries;
} else {
- this->uniforms[id].remap_location = current_var->data.location;
+ this->uniforms[id].remap_location = this->explicit_location;
}
} else {
/* Initialize to to indicate that no location is set */
unsigned next_image;
unsigned next_subroutine;
+ /* Used to store the explicit location from current_var so that we can
+ * reuse the location field for storing the uniform slot id.
+ */
+ int explicit_location;
+
/* Stores total struct array elements including nested structs */
unsigned record_array_count;
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the