From 881c52f13f4a8ca1c80ca1766238d5100ddf283b Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Fri, 4 Apr 2014 10:52:31 -0700 Subject: [PATCH] linker: Various trivial clean-ups in set_sampler_binding - Remove the spurious block left from the previous commit and re-indent. - Constify elements. - Make the spec reference in the code look like other spec references in the compiler. Signed-off-by: Ian Romanick Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323 Reviewed-by: Kenneth Graunke Cc: "10.1" Cc: github@socker.lepus.uberspace.de --- src/glsl/link_uniform_initializers.cpp | 36 +++++++++++++------------- 1 file changed, 18 insertions(+), 18 deletions(-) diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp index 9a103507313..6f15e69565e 100644 --- a/src/glsl/link_uniform_initializers.cpp +++ b/src/glsl/link_uniform_initializers.cpp @@ -95,27 +95,27 @@ set_sampler_binding(void *mem_ctx, gl_shader_program *prog, return; } - { - 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; - } + const unsigned elements = MAX2(storage->array_elements, 1); + + /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec + * says: + * + * "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_STAGES; sh++) { - gl_shader *shader = prog->_LinkedShaders[sh]; + for (int sh = 0; sh < MESA_SHADER_STAGES; 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; + 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; - } + shader->SamplerUnits[index] = storage->storage[i].i; } } } -- 2.30.2