From: Kenneth Graunke Date: Wed, 17 Jul 2013 18:24:11 +0000 (-0700) Subject: glsl: Handle the binding qualifier for arrays of samplers. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=34e2ccc9f099affa78298203db015b9a17ab6de3;p=mesa.git glsl: Handle the binding qualifier for arrays of samplers. Normally, uniform array variables are initialized by array literals. That is, val->type->array_elements >= storage->array_elements. However, samplers are different. Consider a declaration such as: layout(binding = 5) uniform sampler2D[3]; The initializer value is a single integer (5), while the storage has 3 array elements. The proper behavior here is to increment one for each element; they should be initialized to 5, 6, and 7. This patch introduces new code for sampler types which handles both arrays of samplers and single samplers correctly. v2: Move into the other function; use binding, not constant_value. Signed-off-by: Kenneth Graunke Acked-by: Paul Berry --- diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp index 4efa1b44ae9..1b7609a4725 100644 --- a/src/glsl/link_uniform_initializers.cpp +++ b/src/glsl/link_uniform_initializers.cpp @@ -93,6 +93,31 @@ set_uniform_binding(void *mem_ctx, gl_shader_program *prog, return; } + if (storage->type->is_sampler()) { + unsigned elements = MAX2(storage->array_elements, 1); + + /* From section 4.4.4 of the GLSL 4.20 specification: + * "If the binding identifier is used with an array, the first element + * of the array takes the specified unit and each subsequent element + * takes the next consecutive unit." + */ + for (unsigned int i = 0; i < elements; i++) { + storage->storage[i].i = binding + i; + } + + for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) { + gl_shader *shader = prog->_LinkedShaders[sh]; + + if (shader && storage->sampler[sh].active) { + for (unsigned i = 0; i < elements; i++) { + unsigned index = storage->sampler[sh].index + i; + + shader->SamplerUnits[index] = storage->storage[i].i; + } + } + } + } + storage->initialized = true; }