On Fri, 28 Oct 2011 10:42:39 -0700, "Ian Romanick" <[email protected]> wrote: > From: Ian Romanick <[email protected]> > > This is just the infrastructure and the code. It's not used yet. > > Signed-off-by: Ian Romanick <[email protected]> > --- > src/glsl/link_uniforms.cpp | 95 > ++++++++++++++++++++++++++++++++++++++++++++ > src/glsl/linker.h | 3 + > 2 files changed, 98 insertions(+), 0 deletions(-) > > diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp > index 54af326..a87e69f 100644 > --- a/src/glsl/link_uniforms.cpp > +++ b/src/glsl/link_uniforms.cpp > + /* First pass: Count the uniform resources used by the user-defined > + * uniforms. While this happens, each active uniform will have an index > + * assined to it.
"assigned"
> + * Note: this is *NOT* the index that is returned to the application by
> + * glGetUnfiormLocation.
"Uniform"
> + */
> + count_uniform_usage usage(prog->UniformHash);
> + for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
> + if (prog->_LinkedShaders[i] == NULL)
> + continue;
> +
> + foreach_list(node, prog->_LinkedShaders[i]->ir) {
> + ir_variable *const var = ((ir_instruction *) node)->as_variable();
> +
> + if ((var == NULL) || (var->mode != ir_var_uniform))
> + continue;
> +
> + /* FINISHME: Update code to process built-in uniforms!
> + */
> + if (strncmp("gl_", var->name, 3) == 0)
> + continue;
> +
> + usage.process(var);
> + }
> + }
> +
> + const unsigned num_user_uniforms = usage.num_active_uniforms;
> + const unsigned num_data_slots = usage.num_values;
> +
> + /* On the outside chance that there were no uniforms, bail out.
> + */
> + if (num_user_uniforms == 0)
> + return;
No need to set NumUserUniformStorage?
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