Yeah this is from a time before we used a shared opaque array for things
like active. Looks good :)
1-2 are:
Reviewed-by: Timothy Arceri <[email protected]>
The next patch does what you say, but it feels odd reviewing it without
any patches that use it. I think you should just bundle that with the
upcoming series.
On 11/05/17 20:31, Samuel Pitoiset wrote:
While we are at it, update the GLSL spec comment.
Signed-off-by: Samuel Pitoiset <[email protected]>
---
src/compiler/glsl/link_uniform_initializers.cpp | 41 ++++++++++++-------------
1 file changed, 20 insertions(+), 21 deletions(-)
diff --git a/src/compiler/glsl/link_uniform_initializers.cpp
b/src/compiler/glsl/link_uniform_initializers.cpp
index 79a6c75aaa..a7af75586e 100644
--- a/src/compiler/glsl/link_uniform_initializers.cpp
+++ b/src/compiler/glsl/link_uniform_initializers.cpp
@@ -117,7 +117,7 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
const unsigned elements = MAX2(storage->array_elements, 1);
- /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
+ /* Section 4.4.6 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.50 spec
* says:
*
* "If the binding identifier is used with an array, the first
element
@@ -129,27 +129,26 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
}
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
- gl_linked_shader *shader = prog->_LinkedShaders[sh];
-
- if (shader) {
- if (storage->type->is_sampler() && storage->opaque[sh].active) {
- for (unsigned i = 0; i < elements; i++) {
- const unsigned index = storage->opaque[sh].index + i;
- if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
- break;
- shader->Program->SamplerUnits[index] =
- storage->storage[i].i;
- }
+ gl_linked_shader *shader = prog->_LinkedShaders[sh];
- } else if (storage->type->is_image() &&
- storage->opaque[sh].active) {
- for (unsigned i = 0; i < elements; i++) {
- const unsigned index = storage->opaque[sh].index + i;
- if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
- break;
- shader->Program->sh.ImageUnits[index] =
- storage->storage[i].i;
- }
+ if (!shader)
+ continue;
+ if (!storage->opaque[sh].active)
+ continue;
+
+ if (storage->type->is_sampler()) {
+ for (unsigned i = 0; i < elements; i++) {
+ const unsigned index = storage->opaque[sh].index + i;
+ if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
+ break;
+ shader->Program->SamplerUnits[index] = storage->storage[i].i;
+ }
+ } else if (storage->type->is_image()) {
+ for (unsigned i = 0; i < elements; i++) {
+ const unsigned index = storage->opaque[sh].index + i;
+ if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
+ break;
+ shader->Program->sh.ImageUnits[index] = storage->storage[i].i;
}
}
}
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