*/
bool initialized;
- struct gl_opaque_uniform_index sampler[MESA_SHADER_STAGES];
-
- struct gl_opaque_uniform_index image[MESA_SHADER_STAGES];
-
- struct gl_opaque_uniform_index subroutine[MESA_SHADER_STAGES];
+ struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
/**
* Storage used by the driver for the uniform
if (shader) {
if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
- storage->sampler[sh].active) {
+ storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
- const unsigned index = storage->sampler[sh].index + i;
+ const unsigned index = storage->opaque[sh].index + i;
shader->SamplerUnits[index] = storage->storage[i].i;
}
} else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
- storage->image[sh].active) {
+ storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
- const unsigned index = storage->image[sh].index + i;
+ const unsigned index = storage->opaque[sh].index + i;
shader->ImageUnits[index] = storage->storage[i].i;
}
}
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
gl_shader *shader = prog->_LinkedShaders[sh];
- if (shader && storage->sampler[sh].active) {
- unsigned index = storage->sampler[sh].index;
+ if (shader && storage->opaque[sh].active) {
+ unsigned index = storage->opaque[sh].index;
shader->SamplerUnits[index] = storage->storage[0].i;
}
struct gl_uniform_storage *uniform, const char *name)
{
if (base_type->is_sampler()) {
- uniform->sampler[shader_type].active = true;
+ uniform->opaque[shader_type].active = true;
/* Handle multiple samplers inside struct arrays */
if (this->record_array_count > 1) {
/* In this case, we've already seen this uniform so we just use
* the next sampler index recorded the last time we visited.
*/
- uniform->sampler[shader_type].index = index;
- index = inner_array_size + uniform->sampler[shader_type].index;
+ uniform->opaque[shader_type].index = index;
+ index = inner_array_size + uniform->opaque[shader_type].index;
this->record_next_sampler->put(index, name_copy);
ralloc_free(name_copy);
* structs. This allows the offset to be easily calculated for
* indirect indexing.
*/
- uniform->sampler[shader_type].index = this->next_sampler;
+ uniform->opaque[shader_type].index = this->next_sampler;
this->next_sampler +=
inner_array_size * this->record_array_count;
/* Store the next index for future passes over the struct array
*/
- index = uniform->sampler[shader_type].index + inner_array_size;
+ index = uniform->opaque[shader_type].index + inner_array_size;
this->record_next_sampler->put(index, name_copy);
ralloc_free(name_copy);
}
/* Increment the sampler by 1 for non-arrays and by the number of
* array elements for arrays.
*/
- uniform->sampler[shader_type].index = this->next_sampler;
+ uniform->opaque[shader_type].index = this->next_sampler;
this->next_sampler += MAX2(1, uniform->array_elements);
}
const gl_texture_index target = base_type->sampler_index();
const unsigned shadow = base_type->sampler_shadow;
- for (unsigned i = uniform->sampler[shader_type].index;
+ for (unsigned i = uniform->opaque[shader_type].index;
i < MIN2(this->next_sampler, MAX_SAMPLERS);
i++) {
this->targets[i] = target;
this->shader_samplers_used |= 1U << i;
this->shader_shadow_samplers |= shadow << i;
}
- } else {
- uniform->sampler[shader_type].index = ~0;
- uniform->sampler[shader_type].active = false;
}
}
struct gl_uniform_storage *uniform)
{
if (base_type->is_image()) {
- uniform->image[shader_type].index = this->next_image;
- uniform->image[shader_type].active = true;
+ uniform->opaque[shader_type].index = this->next_image;
+ uniform->opaque[shader_type].active = true;
/* Increment the image index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
this->next_image += MAX2(1, uniform->array_elements);
- } else {
- uniform->image[shader_type].index = ~0;
- uniform->image[shader_type].active = false;
}
}
struct gl_uniform_storage *uniform)
{
if (base_type->is_subroutine()) {
- uniform->subroutine[shader_type].index = this->next_subroutine;
- uniform->subroutine[shader_type].active = true;
+ uniform->opaque[shader_type].index = this->next_subroutine;
+ uniform->opaque[shader_type].active = true;
/* Increment the subroutine index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
this->next_subroutine += MAX2(1, uniform->array_elements);
- } else {
- uniform->subroutine[shader_type].index = ~0;
- uniform->subroutine[shader_type].active = false;
}
}
base_type = type;
}
+ /* Initialise opaque data */
+ this->uniforms[id].opaque[shader_type].index = ~0;
+ this->uniforms[id].opaque[shader_type].active = false;
+
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id], name);
handle_images(base_type, &this->uniforms[id]);
assert(found);
(void) found;
const gl_uniform_storage *storage = &prog->UniformStorage[id];
- const unsigned index = storage->image[i].index;
+ const unsigned index = storage->opaque[i].index;
const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
var->data.image_write_only ? GL_WRITE_ONLY :
GL_READ_WRITE);
if (!sh)
continue;
- if (!uniforms[i].subroutine[j].active)
+ if (!uniforms[i].opaque[j].active)
continue;
/* How many new entries for this uniform? */
if (!sh)
continue;
- if (!uniforms[i].subroutine[j].active)
+ if (!uniforms[i].opaque[j].active)
continue;
sh->SubroutineUniformRemapTable =
continue;
for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
- if (!shProg->UniformStorage[i].subroutine[j].active)
+ if (!shProg->UniformStorage[i].opaque[j].active)
continue;
type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
}
if (location > shader_program->NumUniformStorage - 1 ||
- !shader_program->UniformStorage[location].sampler[stage].active) {
+ !shader_program->UniformStorage[location].opaque[stage].active) {
assert(!"cannot return a sampler");
return;
}
instr->sampler_index +=
- shader_program->UniformStorage[location].sampler[stage].index;
+ shader_program->UniformStorage[location].opaque[stage].index;
instr->sampler = NULL;
}
prog->UniformStorage[index_to_set].array_elements = array_size;
prog->UniformStorage[index_to_set].initialized = false;
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- prog->UniformStorage[index_to_set].sampler[sh].index = ~0;
- prog->UniformStorage[index_to_set].sampler[sh].active = false;
+ prog->UniformStorage[index_to_set].opaque[sh].index = ~0;
+ prog->UniformStorage[index_to_set].opaque[sh].active = false;
}
prog->UniformStorage[index_to_set].num_driver_storage = 0;
prog->UniformStorage[index_to_set].driver_storage = NULL;
prog->UniformStorage[i].array_elements = 0;
prog->UniformStorage[i].initialized = false;
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- prog->UniformStorage[i].sampler[sh].index = ~0;
- prog->UniformStorage[i].sampler[sh].active = false;
+ prog->UniformStorage[i].opaque[sh].index = ~0;
+ prog->UniformStorage[i].opaque[sh].active = false;
}
prog->UniformStorage[i].num_driver_storage = 0;
prog->UniformStorage[i].driver_storage = NULL;
&stage_prog_data->param[param_start_index];
for (unsigned i = 0; i < MAX2(storage->array_elements, 1); i++) {
- const unsigned image_idx = storage->image[stage].index + i;
+ const unsigned image_idx = storage->opaque[stage].index + i;
const brw_image_param *image_param =
&stage_prog_data->image_param[image_idx];
{
struct gl_uniform_storage *uni = sh->SubroutineUniformRemapTable[location];
- int offset = location - uni->subroutine[stage].index;
+ int offset = location - uni->opaque[stage].index;
memcpy(params, &uni->storage[offset],
sizeof(GLuint));
}
/* If the shader stage doesn't use the sampler uniform, skip this.
*/
- if (sh == NULL || !uni->sampler[i].active)
+ if (sh == NULL || !uni->opaque[i].active)
continue;
for (int j = 0; j < count; j++) {
- sh->SamplerUnits[uni->sampler[i].index + offset + j] =
+ sh->SamplerUnits[uni->opaque[i].index + offset + j] =
((unsigned *) values)[j];
}
*/
if (uni->type->is_image()) {
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- if (uni->image[i].active) {
+ if (uni->opaque[i].active) {
struct gl_shader *sh = shProg->_LinkedShaders[i];
for (int j = 0; j < count; j++)
- sh->ImageUnits[uni->image[i].index + offset + j] =
+ sh->ImageUnits[uni->opaque[i].index + offset + j] =
((GLint *) values)[j];
}
}
struct gl_uniform_storage *storage =
&this->shader_program->UniformStorage[location];
- assert(storage->sampler[shader_type].active);
+ assert(storage->type->is_sampler() &&
+ storage->opaque[shader_type].active);
for (unsigned int j = 0; j < size / 4; j++)
params->ParameterValues[index + j][0].f =
- storage->sampler[shader_type].index + j;
+ storage->opaque[shader_type].index + j;
}
}
return 0;
}
- if (!shader_program->UniformStorage[location].sampler[shader].active) {
+ if (!shader_program->UniformStorage[location].opaque[shader].active) {
assert(0 && "cannot return a sampler");
linker_error(shader_program,
"cannot return a sampler named %s, because it is not "
return 0;
}
- return shader_program->UniformStorage[location].sampler[shader].index +
+ return shader_program->UniformStorage[location].opaque[shader].index +
getname.offset;
}