Timothy Arceri <t_arc...@yahoo.com.au> writes: > Cc: Francisco Jerez <curroje...@riseup.net> > --- > src/glsl/link_uniforms.cpp | 77 > +++++++++++++++++++++++++++++----------------- > 1 file changed, 49 insertions(+), 28 deletions(-) > > diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp > index 647aa2b..2a1da07 100644 > --- a/src/glsl/link_uniforms.cpp > +++ b/src/glsl/link_uniforms.cpp > @@ -1008,38 +1008,37 @@ link_update_uniform_buffer_variables(struct gl_shader > *shader) > } > } > > -/** > - * Scan the program for image uniforms and store image unit access > - * information into the gl_shader data structure. > - */ > static void > -link_set_image_access_qualifiers(struct gl_shader_program *prog) > +link_set_image_access_qualifiers(struct gl_shader_program *prog, > + gl_shader *sh, unsigned shader_stage, > + ir_variable *var, const glsl_type *type, > + char **name, size_t name_length) > { > - for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { > - gl_shader *sh = prog->_LinkedShaders[i]; > - > - if (sh == NULL) > - continue; > + /* Handle arrays of arrays */ > + if (type->is_array() && type->fields.array->is_array()) { > + for (unsigned i = 0; i < type->length; i++) { > + size_t new_length = name_length; > > - foreach_in_list(ir_instruction, node, sh->ir) { > - ir_variable *var = node->as_variable(); > + /* Append the subscript to the current variable name */ > + ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i); > > - if (var && var->data.mode == ir_var_uniform && > - var->type->contains_image()) { > - unsigned id = 0; > - bool found = prog->UniformHash->get(id, var->name); > - assert(found); > - (void) found; > - const gl_uniform_storage *storage = &prog->UniformStorage[id]; > - 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); > - > - for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j) > - sh->ImageAccess[index + j] = access; > - } > + link_set_image_access_qualifiers(prog, sh, shader_stage, var, > + type->fields.array, name, > + new_length); > } > + } else { > + unsigned id = 0; > + bool found = prog->UniformHash->get(id, *name); > + assert(found); > + (void) found; > + const gl_uniform_storage *storage = &prog->UniformStorage[id]; > + const unsigned index = storage->opaque[shader_stage].index; > + const GLenum access = (var->data.image_read_only ? GL_READ_ONLY : > + var->data.image_write_only ? GL_WRITE_ONLY : > + GL_READ_WRITE); > + > + for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j) > + sh->ImageAccess[index + j] = access; > } > } > > @@ -1300,7 +1299,29 @@ link_assign_uniform_locations(struct gl_shader_program > *prog, > prog->NumHiddenUniforms = hidden_uniforms; > prog->UniformStorage = uniforms; > > - link_set_image_access_qualifiers(prog); > + /** > + * Scan the program for image uniforms and store image unit access > + * information into the gl_shader data structure. > + */ > + for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { > + gl_shader *sh = prog->_LinkedShaders[i]; > + > + if (sh == NULL) > + continue; > + > + foreach_in_list(ir_instruction, node, sh->ir) { > + ir_variable *var = node->as_variable(); > + > + if (var && var->data.mode == ir_var_uniform && > + var->type->contains_image()) { > + char *name_copy = ralloc_strdup(NULL, var->name); > + link_set_image_access_qualifiers(prog, sh, i, var, var->type, > + &name_copy, strlen(var->name)); > + ralloc_free(name_copy); > + } > + } > + } > +
Sorry for the delay -- This patch is: Reviewed-by: Francisco Jerez <curroje...@riseup.net> > link_set_uniform_initializers(prog, boolean_true); > > return; > -- > 2.4.3
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