From: Tapani Pälli Date: Tue, 13 Oct 2015 11:17:49 +0000 (+0300) Subject: glsl: add top level array size and stride to gl_uniform_storage X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=b76159b09617a07b9e3d53d64d31d4835702827f;p=mesa.git glsl: add top level array size and stride to gl_uniform_storage Patch adds 2 new fields to gl_uniform_storage so that we don't need to calculate these values during runtime shader queries. This is required by upcoming changes to free GLSL IR after linking. Patch moves 3 booleans inside structure so that structure size stays the same after this change. Signed-off-by: Tapani Pälli Reviewed-by: Samuel Iglesias Gonsálvez --- diff --git a/src/glsl/ir_uniform.h b/src/glsl/ir_uniform.h index 50fe76b7ea2..1854279925b 100644 --- a/src/glsl/ir_uniform.h +++ b/src/glsl/ir_uniform.h @@ -161,6 +161,22 @@ struct gl_uniform_storage { /** @} */ + /** + * This is a compiler-generated uniform that should not be advertised + * via the API. + */ + bool hidden; + + /** + * This is a built-in uniform that should not be modified through any gl API. + */ + bool builtin; + + /** + * This is a shader storage buffer variable, not an uniform. + */ + bool is_shader_storage; + /** * Index within gl_shader_program::AtomicBuffers[] of the atomic * counter buffer this uniform is stored in, or -1 if this is not @@ -181,20 +197,16 @@ struct gl_uniform_storage { unsigned num_compatible_subroutines; /** - * This is a compiler-generated uniform that should not be advertised - * via the API. + * A single integer identifying the number of active array elements of + * the top-level shader storage block member (GL_TOP_LEVEL_ARRAY_SIZE). */ - bool hidden; + unsigned top_level_array_size; /** - * This is a built-in uniform that should not be modified through any gl API. + * A single integer identifying the stride between array elements of the + * top-level shader storage block member. (GL_TOP_LEVEL_ARRAY_STRIDE). */ - bool builtin; - - /** - * This is a shader storage buffer variable, not an uniform. - */ - bool is_shader_storage; + unsigned top_level_array_stride; }; #ifdef __cplusplus