gl_shader_stage shader_type;
private:
- void handle_samplers(const glsl_type *base_type,
- struct gl_uniform_storage *uniform, const char *name)
+ bool set_opaque_indices(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform,
+ const char *name, unsigned &next_index,
+ struct string_to_uint_map *record_next_index)
{
- if (base_type->is_sampler()) {
- uniform->opaque[shader_type].active = true;
-
- /* Handle multiple samplers inside struct arrays */
- if (this->record_array_count > 1) {
- unsigned inner_array_size = MAX2(1, uniform->array_elements);
- char *name_copy = ralloc_strdup(NULL, name);
-
- /* Remove all array subscripts from the sampler name */
- char *str_start;
- const char *str_end;
- while((str_start = strchr(name_copy, '[')) &&
- (str_end = strchr(name_copy, ']'))) {
- memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
- }
-
- unsigned index = 0;
- if (this->record_next_sampler->get(index, name_copy)) {
- /* In this case, we've already seen this uniform so we just use
- * the next sampler index recorded the last time we visited.
- */
- uniform->opaque[shader_type].index = index;
- index = inner_array_size + uniform->opaque[shader_type].index;
- this->record_next_sampler->put(index, name_copy);
+ assert(base_type->is_sampler() || base_type->is_image());
+
+ if (this->record_array_count > 1) {
+ unsigned inner_array_size = MAX2(1, uniform->array_elements);
+ char *name_copy = ralloc_strdup(NULL, name);
+
+ /* Remove all array subscripts from the sampler/image name */
+ char *str_start;
+ const char *str_end;
+ while((str_start = strchr(name_copy, '[')) &&
+ (str_end = strchr(name_copy, ']'))) {
+ memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
+ }
- ralloc_free(name_copy);
- /* Return as everything else has already been initialised in a
- * previous pass.
- */
- return;
- } else {
- /* We've never seen this uniform before so we need to allocate
- * enough indices to store it.
- *
- * Nested struct arrays behave like arrays of arrays so we need
- * to increase the index by the total number of elements of the
- * sampler in case there is more than one sampler inside the
- * structs. This allows the offset to be easily calculated for
- * indirect indexing.
- */
- uniform->opaque[shader_type].index = this->next_sampler;
- this->next_sampler +=
- inner_array_size * this->record_array_count;
+ unsigned index = 0;
+ if (record_next_index->get(index, name_copy)) {
+ /* In this case, we've already seen this uniform so we just use the
+ * next sampler/image index recorded the last time we visited.
+ */
+ uniform->opaque[shader_type].index = index;
+ index = inner_array_size + uniform->opaque[shader_type].index;
+ record_next_index->put(index, name_copy);
- /* Store the next index for future passes over the struct array
- */
- index = uniform->opaque[shader_type].index + inner_array_size;
- this->record_next_sampler->put(index, name_copy);
- ralloc_free(name_copy);
- }
+ ralloc_free(name_copy);
+ /* Return as everything else has already been initialised in a
+ * previous pass.
+ */
+ return false;
} else {
- /* Increment the sampler by 1 for non-arrays and by the number of
- * array elements for arrays.
+ /* We've never seen this uniform before so we need to allocate
+ * enough indices to store it.
+ *
+ * Nested struct arrays behave like arrays of arrays so we need to
+ * increase the index by the total number of elements of the
+ * sampler/image in case there is more than one sampler/image
+ * inside the structs. This allows the offset to be easily
+ * calculated for indirect indexing.
+ */
+ uniform->opaque[shader_type].index = next_index;
+ next_index += inner_array_size * this->record_array_count;
+
+ /* Store the next index for future passes over the struct array
*/
- uniform->opaque[shader_type].index = this->next_sampler;
- this->next_sampler += MAX2(1, uniform->array_elements);
+ index = uniform->opaque[shader_type].index + inner_array_size;
+ record_next_index->put(index, name_copy);
+ ralloc_free(name_copy);
}
+ } else {
+ /* Increment the sampler/image by 1 for non-arrays and by the number
+ * of array elements for arrays.
+ */
+ uniform->opaque[shader_type].index = next_index;
+ next_index += MAX2(1, uniform->array_elements);
+ }
+ return true;
+ }
+
+ void handle_samplers(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform, const char *name)
+ {
+ if (base_type->is_sampler()) {
+ uniform->opaque[shader_type].active = true;
+
+ if (!set_opaque_indices(base_type, uniform, name, this->next_sampler,
+ this->record_next_sampler))
+ return;
const gl_texture_index target = base_type->sampler_index();
const unsigned shadow = base_type->sampler_shadow;