From: Eric Anholt Date: Tue, 24 Aug 2010 22:43:56 +0000 (-0700) Subject: glsl: Set up uniform initializers by walking the shaders after linking. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=2f5bf20e44d509fa3afbe2cfbb9bb65347daea6a;p=mesa.git glsl: Set up uniform initializers by walking the shaders after linking. Previously, uniform initializers were handled by ir_to_mesa as it made its Parameters list. However, uniform values are global to all shaders, and the value set in one Parameters list wasn't propagated to the other gl_program->Parameters lists. By going back through the general Mesa uniform handling, we make sure that all gl_programs get updated values, and also successfully separate uniform initializer handling from ir_to_mesa gl_program generation. Fixes: glsl-uniform-initializer-5. --- diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index d68a7768df5..a5d7da51f07 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -454,17 +454,12 @@ _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location, * The return value will encode two values, the uniform location and an * offset (used for arrays, structs). */ -static GLint -_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name) +GLint +_mesa_get_uniform_location(GLcontext *ctx, struct gl_shader_program *shProg, + const GLchar *name) { GLint offset = 0, location = -1; - struct gl_shader_program *shProg = - _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation"); - - if (!shProg) - return -1; - if (shProg->LinkStatus == GL_FALSE) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)"); return -1; @@ -751,11 +746,11 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, /** * Called via glUniform*() functions. */ -static void -_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, +void +_mesa_uniform(GLcontext *ctx, struct gl_shader_program *shProg, + GLint location, GLsizei count, const GLvoid *values, GLenum type) { - struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; struct gl_uniform *uniform; GLint elems, offset; @@ -923,12 +918,12 @@ set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program, * Called by glUniformMatrix*() functions. * Note: cols=2, rows=4 ==> array[2] of vec4 */ -static void -_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, +void +_mesa_uniform_matrix(GLcontext *ctx, struct gl_shader_program *shProg, + GLint cols, GLint rows, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values) { - struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; struct gl_uniform *uniform; GLint offset; @@ -999,7 +994,7 @@ void GLAPIENTRY _mesa_Uniform1fARB(GLint location, GLfloat v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, 1, &v0, GL_FLOAT); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT); } void GLAPIENTRY @@ -1009,7 +1004,7 @@ _mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1) GLfloat v[2]; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC2); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC2); } void GLAPIENTRY @@ -1020,7 +1015,7 @@ _mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC3); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC3); } void GLAPIENTRY @@ -1033,14 +1028,14 @@ _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC4); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC4); } void GLAPIENTRY _mesa_Uniform1iARB(GLint location, GLint v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, 1, &v0, GL_INT); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_INT); } void GLAPIENTRY @@ -1050,7 +1045,7 @@ _mesa_Uniform2iARB(GLint location, GLint v0, GLint v1) GLint v[2]; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, location, 1, v, GL_INT_VEC2); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC2); } void GLAPIENTRY @@ -1061,7 +1056,7 @@ _mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2) v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, location, 1, v, GL_INT_VEC3); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC3); } void GLAPIENTRY @@ -1073,63 +1068,63 @@ _mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, location, 1, v, GL_INT_VEC4); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC4); } void GLAPIENTRY _mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_FLOAT); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT); } void GLAPIENTRY _mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC2); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC2); } void GLAPIENTRY _mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC3); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC3); } void GLAPIENTRY _mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC4); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC4); } void GLAPIENTRY _mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_INT); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT); } void GLAPIENTRY _mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_INT_VEC2); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_INT_VEC3); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_INT_VEC4); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC4); } @@ -1138,7 +1133,7 @@ void GLAPIENTRY _mesa_Uniform1ui(GLint location, GLuint v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, 1, &v0, GL_UNSIGNED_INT); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_UNSIGNED_INT); } void GLAPIENTRY @@ -1148,7 +1143,7 @@ _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1) GLuint v[2]; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC2); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC2); } void GLAPIENTRY @@ -1159,7 +1154,7 @@ _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC3); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC3); } void GLAPIENTRY @@ -1171,35 +1166,35 @@ _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC4); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC4); } void GLAPIENTRY _mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT); } void GLAPIENTRY _mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC2); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC3); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC4); + _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC4); } @@ -1209,7 +1204,8 @@ _mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 2, 2, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 2, 2, location, count, transpose, value); } void GLAPIENTRY @@ -1217,7 +1213,8 @@ _mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 3, 3, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 3, 3, location, count, transpose, value); } void GLAPIENTRY @@ -1225,7 +1222,8 @@ _mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 4, 4, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 4, 4, location, count, transpose, value); } @@ -1237,7 +1235,8 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 2, 3, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 2, 3, location, count, transpose, value); } void GLAPIENTRY @@ -1245,7 +1244,8 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 3, 2, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 3, 2, location, count, transpose, value); } void GLAPIENTRY @@ -1253,7 +1253,8 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 2, 4, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 2, 4, location, count, transpose, value); } void GLAPIENTRY @@ -1261,7 +1262,8 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 4, 2, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 4, 2, location, count, transpose, value); } void GLAPIENTRY @@ -1269,7 +1271,8 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 3, 4, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 3, 4, location, count, transpose, value); } void GLAPIENTRY @@ -1277,7 +1280,8 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, 4, 3, location, count, transpose, value); + _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram, + 4, 3, location, count, transpose, value); } @@ -1300,8 +1304,16 @@ _mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params) GLint GLAPIENTRY _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name) { + struct gl_shader_program *shProg; + GET_CURRENT_CONTEXT(ctx); - return _mesa_get_uniform_location(ctx, programObj, name); + + shProg = _mesa_lookup_shader_program_err(ctx, programObj, + "glGetUniformLocation"); + if (!shProg) + return -1; + + return _mesa_get_uniform_location(ctx, shProg, name); } diff --git a/src/mesa/main/uniforms.h b/src/mesa/main/uniforms.h index ef98fe16bb1..f823c614447 100644 --- a/src/mesa/main/uniforms.h +++ b/src/mesa/main/uniforms.h @@ -150,7 +150,20 @@ _mesa_GetUniformivARB(GLhandleARB, GLint, GLint *); extern GLint GLAPIENTRY _mesa_GetUniformLocationARB(GLhandleARB, const GLcharARB *); - +GLint +_mesa_get_uniform_location(GLcontext *ctx, struct gl_shader_program *shProg, + const GLchar *name); + +void +_mesa_uniform(GLcontext *ctx, struct gl_shader_program *shader_program, + GLint location, GLsizei count, + const GLvoid *values, GLenum type); + +void +_mesa_uniform_matrix(GLcontext *ctx, struct gl_shader_program *shProg, + GLint cols, GLint rows, + GLint location, GLsizei count, + GLboolean transpose, const GLfloat *values); extern void _mesa_update_shader_textures_used(struct gl_program *prog); diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index ea2560af3ee..da69d26a944 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -261,12 +261,10 @@ public: int mul_operand); int add_uniform(const char *name, - const glsl_type *type, - ir_constant *constant); + const glsl_type *type); void add_aggregate_uniform(ir_instruction *ir, const char *name, const struct glsl_type *type, - ir_constant *constant, struct ir_to_mesa_dst_reg temp); struct hash_table *sampler_map; @@ -1307,8 +1305,7 @@ get_builtin_matrix_ref(void *mem_ctx, struct gl_program *prog, ir_variable *var, int ir_to_mesa_visitor::add_uniform(const char *name, - const glsl_type *type, - ir_constant *constant) + const glsl_type *type) { int len; @@ -1319,65 +1316,11 @@ ir_to_mesa_visitor::add_uniform(const char *name, len = type_size(type) * 4; } - float *values = NULL; - if (constant && type->is_array()) { - values = (float *)malloc(type->length * 4 * sizeof(float)); - - assert(type->fields.array->is_scalar() || - type->fields.array->is_vector() || - !"FINISHME: uniform array initializers for non-vector"); - - for (unsigned int i = 0; i < type->length; i++) { - ir_constant *element = constant->array_elements[i]; - unsigned int c; - - for (c = 0; c < type->fields.array->vector_elements; c++) { - switch (type->fields.array->base_type) { - case GLSL_TYPE_FLOAT: - values[4 * i + c] = element->value.f[c]; - break; - case GLSL_TYPE_INT: - values[4 * i + c] = element->value.i[c]; - break; - case GLSL_TYPE_UINT: - values[4 * i + c] = element->value.u[c]; - break; - case GLSL_TYPE_BOOL: - values[4 * i + c] = element->value.b[c]; - break; - default: - assert(!"not reached"); - } - } - } - } else if (constant) { - values = (float *)malloc(16 * sizeof(float)); - for (unsigned int i = 0; i < type->components(); i++) { - switch (type->base_type) { - case GLSL_TYPE_FLOAT: - values[i] = constant->value.f[i]; - break; - case GLSL_TYPE_INT: - values[i] = constant->value.i[i]; - break; - case GLSL_TYPE_UINT: - values[i] = constant->value.u[i]; - break; - case GLSL_TYPE_BOOL: - values[i] = constant->value.b[i]; - break; - default: - assert(!"not reached"); - } - } - } - int loc = _mesa_add_uniform(this->prog->Parameters, name, len, type->gl_type, - values); - free(values); + NULL); return loc; } @@ -1389,17 +1332,12 @@ void ir_to_mesa_visitor::add_aggregate_uniform(ir_instruction *ir, const char *name, const struct glsl_type *type, - ir_constant *constant, struct ir_to_mesa_dst_reg temp) { int loc; if (type->is_record()) { void *mem_ctx = talloc_new(NULL); - ir_constant *field_constant = NULL; - - if (constant) - field_constant = (ir_constant *)constant->components.get_head(); for (unsigned int i = 0; i < type->length; i++) { const glsl_type *field_type = type->fields.structure[i].type; @@ -1407,11 +1345,8 @@ ir_to_mesa_visitor::add_aggregate_uniform(ir_instruction *ir, add_aggregate_uniform(ir, talloc_asprintf(mem_ctx, "%s.%s", name, type->fields.structure[i].name), - field_type, field_constant, temp); + field_type, temp); temp.index += type_size(field_type); - - if (constant) - field_constant = (ir_constant *)field_constant->next; } talloc_free(mem_ctx); @@ -1421,7 +1356,7 @@ ir_to_mesa_visitor::add_aggregate_uniform(ir_instruction *ir, assert(type->is_vector() || type->is_scalar() || !"FINISHME: other types"); - loc = add_uniform(name, type, constant); + loc = add_uniform(name, type); ir_to_mesa_src_reg uniform(PROGRAM_UNIFORM, loc, type); @@ -1485,14 +1420,12 @@ ir_to_mesa_visitor::visit(ir_dereference_variable *ir) this->variables.push_tail(entry); add_aggregate_uniform(ir->var, ir->var->name, ir->var->type, - ir->var->constant_value, ir_to_mesa_dst_reg_from_src(temp)); break; } loc = add_uniform(ir->var->name, - ir->var->type, - ir->var->constant_value); + ir->var->type); /* Always mark the uniform used at this point. If it isn't * used, dead code elimination should have nuked the decl already. @@ -2433,6 +2366,105 @@ link_uniforms_to_shared_uniform_list(struct gl_uniform_list *uniforms, } } +static void +set_uniform_initializer(GLcontext *ctx, void *mem_ctx, + struct gl_shader_program *shader_program, + const char *name, const glsl_type *type, + ir_constant *val) +{ + if (type->is_record()) { + ir_constant *field_constant; + + field_constant = (ir_constant *)val->components.get_head(); + + for (unsigned int i = 0; i < type->length; i++) { + const glsl_type *field_type = type->fields.structure[i].type; + const char *field_name = talloc_asprintf(mem_ctx, "%s.%s", name, + type->fields.structure[i].name); + set_uniform_initializer(ctx, mem_ctx, shader_program, field_name, + field_type, field_constant); + field_constant = (ir_constant *)field_constant->next; + } + return; + } + + int loc = _mesa_get_uniform_location(ctx, shader_program, name); + + if (loc == -1) { + shader_program->InfoLog = + talloc_asprintf_append(shader_program->InfoLog, + "Couldn't find uniform for " + "initializer %s\n", name); + shader_program->LinkStatus = false; + abort(); + } + + for (unsigned int i = 0; i < (type->is_array() ? type->length : 1); i++) { + ir_constant *element; + const glsl_type *element_type; + if (type->is_array()) { + element = val->array_elements[i]; + element_type = type->fields.array; + } else { + element = val; + element_type = type; + } + + void *values; + + if (element_type->base_type == GLSL_TYPE_BOOL) { + int *conv = talloc_array(mem_ctx, int, element_type->components()); + for (unsigned int j = 0; j < element_type->components(); j++) { + conv[j] = element->value.b[j]; + } + values = (void *)conv; + element_type = glsl_type::get_instance(GLSL_TYPE_INT, + element_type->vector_elements, + 1); + } else { + values = &element->value; + } + + if (element_type->is_matrix()) { + _mesa_uniform_matrix(ctx, shader_program, + element_type->matrix_columns, + element_type->vector_elements, + loc, 1, GL_FALSE, (GLfloat *)values); + loc += element_type->matrix_columns; + } else { + _mesa_uniform(ctx, shader_program, loc, element_type->matrix_columns, + values, element_type->gl_type); + loc += type_size(element_type); + } + } +} + +static void +set_uniform_initializers(GLcontext *ctx, + struct gl_shader_program *shader_program) +{ + void *mem_ctx = NULL; + + for (unsigned int i = 0; i < shader_program->_NumLinkedShaders; i++) { + struct gl_shader *shader = shader_program->_LinkedShaders[i]; + foreach_iter(exec_list_iterator, iter, *shader->ir) { + ir_instruction *ir = (ir_instruction *)iter.get(); + ir_variable *var = ir->as_variable(); + + if (!var || var->mode != ir_var_uniform || !var->constant_value) + continue; + + if (!mem_ctx) + mem_ctx = talloc_new(NULL); + + set_uniform_initializer(ctx, mem_ctx, shader_program, var->name, + var->type, var->constant_value); + } + } + + talloc_free(mem_ctx); +} + struct gl_program * get_mesa_program(GLcontext *ctx, struct gl_shader_program *shader_program, struct gl_shader *shader) @@ -2780,6 +2812,8 @@ _mesa_glsl_link_shader(GLcontext *ctx, struct gl_shader_program *prog) } } + set_uniform_initializers(ctx, prog); + if (ctx->Shader.Flags & GLSL_DUMP) { if (!prog->LinkStatus) { printf("GLSL shader program %d failed to link\n", prog->Name);