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authormarha <marha@users.sourceforge.net>2012-01-13 16:54:57 +0100
committermarha <marha@users.sourceforge.net>2012-01-13 16:54:57 +0100
commit5cfbe97cd797d8f78ece208bb5114704b83d8aab (patch)
tree5c88c73ee39367742bb5547ef6fb5a3d25d656e0 /mesalib/src/glsl/link_uniforms.cpp
parent39324211d7a79ef8115fd1e39771a2e400b31993 (diff)
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libxtrans libXdmcp libxcb mesa xserver git update 13 jan 2012
Diffstat (limited to 'mesalib/src/glsl/link_uniforms.cpp')
-rw-r--r--mesalib/src/glsl/link_uniforms.cpp60
1 files changed, 58 insertions, 2 deletions
diff --git a/mesalib/src/glsl/link_uniforms.cpp b/mesalib/src/glsl/link_uniforms.cpp
index b331db705..02f57d911 100644
--- a/mesalib/src/glsl/link_uniforms.cpp
+++ b/mesalib/src/glsl/link_uniforms.cpp
@@ -209,7 +209,13 @@ public:
union gl_constant_value *values)
: map(map), uniforms(uniforms), next_sampler(0), values(values)
{
- /* empty */
+ memset(this->targets, 0, sizeof(this->targets));
+ }
+
+ void start_shader()
+ {
+ this->shader_samplers_used = 0;
+ this->shader_shadow_samplers = 0;
}
private:
@@ -230,8 +236,25 @@ private:
* example, we may be processing the uniform in the fragment shader, but
* the uniform was already processed in the vertex shader.
*/
- if (this->uniforms[id].storage != NULL)
+ if (this->uniforms[id].storage != NULL) {
+ /* If the uniform already has storage set from another shader stage,
+ * mark the samplers used for this shader stage.
+ */
+ if (type->contains_sampler()) {
+ const unsigned count = MAX2(1, this->uniforms[id].array_elements);
+ const unsigned shadow = (type->is_array())
+ ? type->fields.array->sampler_shadow : type->sampler_shadow;
+
+ for (unsigned i = 0; i < count; i++) {
+ const unsigned s = this->uniforms[id].sampler + i;
+
+ this->shader_samplers_used |= 1U << s;
+ this->shader_shadow_samplers |= shadow << s;
+ }
+ }
+
return;
+ }
const glsl_type *base_type;
if (type->is_array()) {
@@ -249,6 +272,17 @@ private:
* array elements for arrays.
*/
this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
+
+ const gl_texture_index target = base_type->sampler_index();
+ const unsigned shadow = base_type->sampler_shadow;
+ for (unsigned i = this->uniforms[id].sampler
+ ; i < this->next_sampler
+ ; i++) {
+ this->targets[i] = target;
+ this->shader_samplers_used |= 1U << i;
+ this->shader_shadow_samplers |= shadow << i;
+ }
+
} else {
this->uniforms[id].sampler = ~0;
}
@@ -270,6 +304,18 @@ private:
public:
union gl_constant_value *values;
+
+ gl_texture_index targets[MAX_SAMPLERS];
+
+ /**
+ * Mask of samplers used by the current shader stage.
+ */
+ unsigned shader_samplers_used;
+
+ /**
+ * Mask of samplers used by the current shader stage for shadows.
+ */
+ unsigned shader_shadow_samplers;
};
void
@@ -346,6 +392,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
if (prog->_LinkedShaders[i] == NULL)
continue;
+ /* Reset various per-shader target counts.
+ */
+ parcel.start_shader();
+
foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@@ -359,8 +409,14 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
parcel.process(var);
}
+
+ prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
+ prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
}
+ assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
+ memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
+
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {
assert(uniforms[i].storage != NULL);