Other than the one nit in patch 3, this series is Reviewed-by: Ian Romanick <ian.d.roman...@intel.com>
On 08/27/2012 10:49 AM, Eric Anholt wrote:
We don't fully process the builtin uniforms, but at least num_uniform_components reflects reality now. --- src/glsl/link_uniforms.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index eef9025..aa8a8b3 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -572,8 +572,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog) /* FINISHME: Update code to process built-in uniforms! */ - if (strncmp("gl_", var->name, 3) == 0) + if (strncmp("gl_", var->name, 3) == 0) { + uniform_size.num_shader_uniform_components += + var->type->component_slots(); continue; + } uniform_size.process(var); }
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