return dst_reg(v->result);
}
+/* Calculate the sampler index and also calculate the base uniform location
+ * for struct members.
+ */
+static void
+calc_sampler_offsets(struct gl_shader_program *prog, ir_dereference *deref,
+ unsigned *offset, unsigned *array_elements,
+ unsigned *location)
+{
+ if (deref->ir_type == ir_type_dereference_variable)
+ return;
+
+ switch (deref->ir_type) {
+ case ir_type_dereference_array: {
+ ir_dereference_array *deref_arr = deref->as_dereference_array();
+ ir_constant *array_index =
+ deref_arr->array_index->constant_expression_value();
+
+ if (!array_index) {
+ /* GLSL 1.10 and 1.20 allowed variable sampler array indices,
+ * while GLSL 1.30 requires that the array indices be
+ * constant integer expressions. We don't expect any driver
+ * to actually work with a really variable array index, so
+ * all that would work would be an unrolled loop counter that ends
+ * up being constant above.
+ */
+ ralloc_strcat(&prog->InfoLog,
+ "warning: Variable sampler array index unsupported.\n"
+ "This feature of the language was removed in GLSL 1.20 "
+ "and is unlikely to be supported for 1.10 in Mesa.\n");
+ } else {
+ *offset += array_index->value.u[0] * *array_elements;
+ }
+
+ *array_elements *= deref_arr->array->type->length;
+
+ calc_sampler_offsets(prog, deref_arr->array->as_dereference(),
+ offset, array_elements, location);
+ break;
+ }
+
+ case ir_type_dereference_record: {
+ ir_dereference_record *deref_record = deref->as_dereference_record();
+ unsigned field_index =
+ deref_record->record->type->field_index(deref_record->field);
+ *location +=
+ deref_record->record->type->record_location_offset(field_index);
+ calc_sampler_offsets(prog, deref_record->record->as_dereference(),
+ offset, array_elements, location);
+ break;
+ }
+
+ default:
+ unreachable("Invalid deref type");
+ break;
+ }
+}
+
+static int
+get_sampler_uniform_value(class ir_dereference *sampler,
+ struct gl_shader_program *shader_program,
+ const struct gl_program *prog)
+{
+ GLuint shader = _mesa_program_enum_to_shader_stage(prog->Target);
+ ir_variable *var = sampler->variable_referenced();
+ unsigned location = var->data.location;
+ unsigned array_elements = 1;
+ unsigned offset = 0;
+
+ calc_sampler_offsets(shader_program, sampler, &offset, &array_elements,
+ &location);
+
+ assert(shader_program->UniformStorage[location].opaque[shader].active);
+ return shader_program->UniformStorage[location].opaque[shader].index +
+ offset;
+}
+
/**
* Process the condition of a conditional assignment
*
if (ir->shadow_comparitor)
inst->tex_shadow = GL_TRUE;
- inst->sampler = _mesa_get_sampler_uniform_value(ir->sampler,
- this->shader_program,
- this->prog);
+ inst->sampler = get_sampler_uniform_value(ir->sampler, shader_program,
+ prog);
switch (sampler_type->sampler_dimensionality) {
case GLSL_SAMPLER_DIM_1D: