* \author Ian Romanick <ian.d.romanick@intel.com>
*/
+/**
+ * Used by linker to indicate uniforms that have no location set.
+ */
+#define UNMAPPED_UNIFORM_LOC ~0u
+
/**
* Count the backing storage requirements for a type
*/
void set_and_process(struct gl_shader_program *prog,
ir_variable *var)
{
+ current_var = var;
+ field_counter = 0;
+
ubo_block_index = -1;
if (var->is_in_uniform_block()) {
if (var->is_interface_instance() && var->type->is_array()) {
return;
}
+ /* Assign explicit locations. */
+ if (current_var->data.explicit_location) {
+ /* Set sequential locations for struct fields. */
+ 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;
+ field_counter += entries;
+ } else {
+ this->uniforms[id].remap_location = current_var->data.location;
+ }
+ } else {
+ /* Initialize to to indicate that no location is set */
+ this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
+ }
+
this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
this->uniforms[id].type = base_type;
this->uniforms[id].initialized = 0;
gl_texture_index targets[MAX_SAMPLERS];
+ /**
+ * Current variable being processed.
+ */
+ ir_variable *current_var;
+
+ /**
+ * Field counter is used to take care that uniform structures
+ * with explicit locations get sequential locations.
+ */
+ unsigned field_counter;
+
/**
* Mask of samplers used by the current shader stage.
*/
prog->UniformStorage = NULL;
prog->NumUserUniformStorage = 0;
- ralloc_free(prog->UniformRemapTable);
- prog->UniformRemapTable = NULL;
- prog->NumUniformRemapTable = 0;
-
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
} else {
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
- /* Build the uniform remap table that is used to set/get uniform locations */
+ /* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < num_user_uniforms; i++) {
+ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
+ /* How many new entries for this uniform? */
+ const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+ /* Set remap table entries point to correct gl_uniform_storage. */
+ for (unsigned j = 0; j < entries; j++) {
+ unsigned element_loc = uniforms[i].remap_location + j;
+ assert(prog->UniformRemapTable[element_loc] ==
+ INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+ prog->UniformRemapTable[element_loc] = &uniforms[i];
+ }
+ }
+ }
+
+ /* Reserve locations for rest of the uniforms. */
+ for (unsigned i = 0; i < num_user_uniforms; i++) {
+
+ /* Explicit ones have been set already. */
+ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+ continue;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);