struct gl_program *stage_program,
gl_shader_stage stage,
const struct glsl_type *type,
+ const struct glsl_type *parent_type,
+ unsigned index_in_parent,
int location,
struct nir_link_uniforms_state *state)
{
field_type = glsl_get_array_element(type);
int entries = nir_link_uniform(ctx, prog, stage_program, stage,
- field_type, location,
+ field_type, type, i, location,
state);
if (entries == -1)
return -1;
uniform->is_shader_storage = nir_variable_is_in_ssbo(state->current_var);
+ /* Set fields whose default value depend on the variable being inside a
+ * block.
+ *
+ * From the OpenGL 4.6 spec, 7.3 Program objects:
+ *
+ * "For the property ARRAY_STRIDE, ... For active variables not declared
+ * as an array of basic types, zero is written to params. For active
+ * variables not backed by a buffer object, -1 is written to params,
+ * regardless of the variable type."
+ *
+ * "For the property MATRIX_STRIDE, ... For active variables not declared
+ * as a matrix or array of matrices, zero is written to params. For active
+ * variables not backed by a buffer object, -1 is written to params,
+ * regardless of the variable type."
+ *
+ * For the property IS_ROW_MAJOR, ... For active variables backed by a
+ * buffer object, declared as a single matrix or array of matrices, and
+ * stored in row-major order, one is written to params. For all other
+ * active variables, zero is written to params.
+ */
+ uniform->array_stride = -1;
+ uniform->matrix_stride = -1;
+ uniform->row_major = false;
+
+ if (nir_variable_is_in_block(state->current_var)) {
+ uniform->array_stride = glsl_type_is_array(type) ?
+ glsl_get_explicit_stride(type) : 0;
+
+ if (glsl_type_is_matrix(type)) {
+ assert(parent_type);
+ uniform->matrix_stride = glsl_get_explicit_stride(type);
+
+ uniform->row_major = glsl_matrix_type_is_row_major(type);
+ } else {
+ uniform->matrix_stride = 0;
+ }
+ }
+
+ if (parent_type)
+ uniform->offset = glsl_get_struct_field_offset(parent_type, index_in_parent);
+ else
+ uniform->offset = 0;
+
/* @FIXME: the initialization of the following will be done as we
* implement support for their specific features, like SSBO, atomics,
* etc.
*/
uniform->block_index = -1;
- uniform->offset = -1;
- uniform->matrix_stride = -1;
- uniform->array_stride = -1;
- uniform->row_major = false;
uniform->builtin = false;
uniform->atomic_buffer_index = -1;
uniform->top_level_array_size = 0;
state.current_type = type_tree;
int res = nir_link_uniform(ctx, prog, sh->Program, shader_type, type,
+ NULL, 0,
location, &state);
free_type_tree(type_tree);