From: Ian Romanick <ian.d.roman...@intel.com> The old count_uniform_size::num_shader_uniforms was actually calculating the number of components used. Multiplying by 4 when setting gl_shader::num_uniform_components caused us to count 4x as many uniform components as were actually used.
Signed-off-by: Ian Romanick <ian.d.roman...@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42930 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=42966 Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=43125 Cc: Vinson Lee <v...@vmware.com> Cc: Marek Olšák <mar...@gmail.com> --- src/glsl/link_uniforms.cpp | 11 ++++++----- 1 files changed, 6 insertions(+), 5 deletions(-) diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index ca5da30..e87b48e 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -114,7 +114,7 @@ class count_uniform_size : public uniform_field_visitor { public: count_uniform_size(struct string_to_uint_map *map) : num_active_uniforms(0), num_values(0), num_shader_samplers(0), - num_shader_uniforms(0), map(map) + num_shader_uniform_components(0), map(map) { /* empty */ } @@ -122,7 +122,7 @@ public: void start_shader() { this->num_shader_samplers = 0; - this->num_shader_uniforms = 0; + this->num_shader_uniform_components = 0; } /** @@ -143,7 +143,7 @@ public: /** * Number of uniforms used in the current shader */ - unsigned num_shader_uniforms; + unsigned num_shader_uniform_components; private: virtual void visit_field(const glsl_type *type, const char *name) @@ -165,7 +165,7 @@ private: * Note that samplers do not count against this limit because they * don't use any storage on current hardware. */ - this->num_shader_uniforms += values; + this->num_shader_uniform_components += values; } /* If the uniform is already in the map, there's nothing more to do. @@ -182,6 +182,7 @@ private: */ this->num_active_uniforms++; this->num_values += values; + printf("%s: %d\n", name, values); } struct string_to_uint_map *map; @@ -321,7 +322,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog) prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers; prog->_LinkedShaders[i]->num_uniform_components = - uniform_size.num_shader_uniforms * 4; + uniform_size.num_shader_uniform_components; } const unsigned num_user_uniforms = uniform_size.num_active_uniforms; -- 1.7.6.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev