}
void set_and_process(struct gl_shader_program *prog,
- struct gl_shader *shader,
ir_variable *var)
{
- ubo_var = NULL;
+ ubo_block_index = -1;
if (var->is_in_uniform_block()) {
- struct gl_uniform_block *block =
- &shader->UniformBlocks[var->uniform_block];
-
- ubo_block_index = -1;
- for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
- if (!strcmp(prog->UniformBlocks[i].Name,
- shader->UniformBlocks[var->uniform_block].Name)) {
- ubo_block_index = i;
- break;
+ if (var->is_interface_instance() && var->type->is_array()) {
+ unsigned l = strlen(var->interface_type->name);
+
+ for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ if (strncmp(var->interface_type->name,
+ prog->UniformBlocks[i].Name,
+ l) == 0
+ && prog->UniformBlocks[i].Name[l] == '[') {
+ ubo_block_index = i;
+ break;
+ }
+ }
+ } else {
+ for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
+ if (strcmp(var->interface_type->name,
+ prog->UniformBlocks[i].Name) == 0) {
+ ubo_block_index = i;
+ break;
+ }
}
}
assert(ubo_block_index != -1);
- ubo_var_index = var->location;
- ubo_var = &block->Uniforms[var->location];
- ubo_byte_offset = ubo_var->Offset;
- }
+ /* Uniform blocks that were specified with an instance name must be
+ * handled a little bit differently. The name of the variable is the
+ * name used to reference the uniform block instead of being the name
+ * of a variable within the block. Therefore, searching for the name
+ * within the block will fail.
+ */
+ if (var->is_interface_instance()) {
+ ubo_byte_offset = 0;
+ ubo_row_major = false;
+ } else {
+ const struct gl_uniform_block *const block =
+ &prog->UniformBlocks[ubo_block_index];
+
+ assert(var->location != -1);
- process(var);
+ const struct gl_uniform_buffer_variable *const ubo_var =
+ &block->Uniforms[var->location];
+
+ ubo_row_major = ubo_var->RowMajor;
+ ubo_byte_offset = ubo_var->Offset;
+ }
+
+ if (var->is_interface_instance())
+ process(var->interface_type, var->interface_type->name);
+ else
+ process(var);
+ } else
+ process(var);
}
- struct gl_uniform_buffer_variable *ubo_var;
int ubo_block_index;
- int ubo_var_index;
int ubo_byte_offset;
+ bool ubo_row_major;
private:
virtual void visit_field(const glsl_type *type, const char *name,
this->uniforms[id].num_driver_storage = 0;
this->uniforms[id].driver_storage = NULL;
this->uniforms[id].storage = this->values;
- if (this->ubo_var) {
+ if (this->ubo_block_index != -1) {
this->uniforms[id].block_index = this->ubo_block_index;
- unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
+ unsigned alignment = type->std140_base_alignment(ubo_row_major);
this->ubo_byte_offset = align(this->ubo_byte_offset, alignment);
this->uniforms[id].offset = this->ubo_byte_offset;
- this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
+ this->ubo_byte_offset += type->std140_size(ubo_row_major);
if (type->is_array()) {
this->uniforms[id].array_stride =
- align(type->fields.array->std140_size(ubo_var->RowMajor), 16);
+ align(type->fields.array->std140_size(ubo_row_major), 16);
} else {
this->uniforms[id].array_stride = 0;
}
if (type->is_matrix() ||
(type->is_array() && type->fields.array->is_matrix())) {
this->uniforms[id].matrix_stride = 16;
- this->uniforms[id].row_major = ubo_var->RowMajor;
+ this->uniforms[id].row_major = ubo_row_major;
} else {
this->uniforms[id].matrix_stride = 0;
this->uniforms[id].row_major = false;
if (strncmp("gl_", var->name, 3) == 0)
continue;
- parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
+ parcel.set_and_process(prog, var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;