diff options
Diffstat (limited to 'mesalib/src/mesa/main/ff_fragment_shader.cpp')
-rw-r--r-- | mesalib/src/mesa/main/ff_fragment_shader.cpp | 42 |
1 files changed, 33 insertions, 9 deletions
diff --git a/mesalib/src/mesa/main/ff_fragment_shader.cpp b/mesalib/src/mesa/main/ff_fragment_shader.cpp index 3e736fa15..afc17dc49 100644 --- a/mesalib/src/mesa/main/ff_fragment_shader.cpp +++ b/mesalib/src/mesa/main/ff_fragment_shader.cpp @@ -42,6 +42,7 @@ extern "C" { #include "program/programopt.h" #include "texenvprogram.h" } +#include "main/uniforms.h" #include "../glsl/glsl_types.h" #include "../glsl/ir.h" #include "../glsl/glsl_symbol_table.h" @@ -294,7 +295,7 @@ need_saturate( GLuint mode ) static GLuint translate_tex_src_bit( GLbitfield bit ) { ASSERT(bit); - return _mesa_ffs(bit) - 1; + return ffs(bit) - 1; } @@ -527,7 +528,7 @@ struct texenv_fragment_program { */ /* Texcoord override from bumpmapping. */ - struct ir_variable *texcoord_tex[MAX_TEXTURE_COORD_UNITS]; + ir_variable *texcoord_tex[MAX_TEXTURE_COORD_UNITS]; /* Reg containing texcoord for a texture unit, * needed for bump mapping, else undef. @@ -1498,25 +1499,48 @@ create_new_program(struct gl_context *ctx, struct state_key *key) /* Set the sampler uniforms, and relink to get them into the linked * program. */ - struct gl_program *fp; - fp = p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; + struct gl_shader *const fs = + p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]; + struct gl_program *const fp = fs->Program; + + _mesa_generate_parameters_list_for_uniforms(p.shader_program, fs, + fp->Parameters); + + _mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters); for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) { - char *name = ralloc_asprintf(p.mem_ctx, "sampler_%d", i); + /* Enough space for 'sampler_999\0'. + */ + char name[12]; + + snprintf(name, sizeof(name), "sampler_%d", i); + int loc = _mesa_get_uniform_location(ctx, p.shader_program, name); if (loc != -1) { + unsigned base; + unsigned idx; + /* Avoid using _mesa_uniform() because it flags state * updates, so if we're generating this shader_program in a * state update, we end up recursing. Instead, just set the * value, which is picked up at re-link. */ - loc = (loc & 0xffff) + (loc >> 16); - int sampler = fp->Parameters->ParameterValues[loc][0].f; + _mesa_uniform_split_location_offset(loc, &base, &idx); + assert(idx == 0); - fp->SamplerUnits[sampler] = i; + struct gl_uniform_storage *const storage = + &p.shader_program->UniformStorage[base]; + + /* Update the storage, the SamplerUnits in the shader program, and + * the SamplerUnits in the assembly shader. + */ + storage->storage[idx].i = i; + fp->SamplerUnits[storage->sampler] = i; + p.shader_program->SamplerUnits[storage->sampler] = i; + _mesa_propagate_uniforms_to_driver_storage(storage, 0, 1); } } - _mesa_update_shader_textures_used(fp); + _mesa_update_shader_textures_used(p.shader_program, fp); (void) ctx->Driver.ProgramStringNotify(ctx, fp->Target, fp); if (!p.shader_program->LinkStatus) |