Normally, uniform array variables are initialized by array literals. That is, val->type->array_elements >= storage->array_elements.
However, samplers are different. Consider a declaration such as: layout(binding = 5) uniform sampler2D[3]; The initializer value is a single integer (5), while the storage has 3 array elements. The proper behavior here is to increment one for each element; they should be initialized to 5, 6, and 7. This patch introduces a new case for sampler types which handles both arrays of samplers and single samplers correctly. It removes the old code for single samplers, since it's now dead code. Signed-off-by: Kenneth Graunke <kenn...@whitecape.org> --- src/glsl/link_uniform_initializers.cpp | 37 ++++++++++++++++++++++------------ 1 file changed, 24 insertions(+), 13 deletions(-) diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp index 3d8b181..f42b06b 100644 --- a/src/glsl/link_uniform_initializers.cpp +++ b/src/glsl/link_uniform_initializers.cpp @@ -121,7 +121,30 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog, return; } - if (val->type->is_array()) { + if (storage->type->is_sampler()) { + 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 = val->value.i[0] + i; + } + + for (int sh = 0; sh < MESA_SHADER_TYPES; 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; + + shader->SamplerUnits[index] = storage->storage[i].i; + } + } + } + } else if (val->type->is_array()) { const enum glsl_base_type base_type = val->array_elements[0]->type->base_type; const unsigned int elements = val->array_elements[0]->type->components(); @@ -142,18 +165,6 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog, val, val->type->base_type, val->type->components()); - - if (storage->type->is_sampler()) { - for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) { - gl_shader *shader = prog->_LinkedShaders[sh]; - - if (shader && storage->sampler[sh].active) { - unsigned index = storage->sampler[sh].index; - - shader->SamplerUnits[index] = storage->storage[0].i; - } - } - } } storage->initialized = true; -- 1.8.3.2 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev