glsl: Fix wonkey indentation left from previous commit
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Cc: mesa-stable@lists.freedesktop.org Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -217,23 +217,23 @@ process_block_array(struct uniform_block_array_elements *ub_array, char **name,
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unsigned *block_index, unsigned *binding_offset,
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struct gl_context *ctx, struct gl_shader_program *prog)
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{
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for (unsigned j = 0; j < ub_array->num_array_elements; j++) {
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size_t new_length = name_length;
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for (unsigned j = 0; j < ub_array->num_array_elements; j++) {
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size_t new_length = name_length;
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/* Append the subscript to the current variable name */
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ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]",
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ub_array->array_elements[j]);
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/* Append the subscript to the current variable name */
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ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]",
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ub_array->array_elements[j]);
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if (ub_array->array) {
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process_block_array(ub_array->array, name, new_length, blocks,
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parcel, variables, b, block_index,
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binding_offset, ctx, prog);
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} else {
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process_block_array_leaf(name, blocks,
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parcel, variables, b, block_index,
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binding_offset, ctx, prog);
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}
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if (ub_array->array) {
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process_block_array(ub_array->array, name, new_length, blocks,
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parcel, variables, b, block_index,
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binding_offset, ctx, prog);
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} else {
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process_block_array_leaf(name, blocks,
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parcel, variables, b, block_index,
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binding_offset, ctx, prog);
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}
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}
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}
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static void
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@ -244,44 +244,43 @@ process_block_array_leaf(char **name,
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unsigned *block_index, unsigned *binding_offset,
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struct gl_context *ctx, struct gl_shader_program *prog)
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{
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unsigned i = *block_index;
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const glsl_type *type = b->type->without_array();
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unsigned i = *block_index;
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const glsl_type *type = b->type->without_array();
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blocks[i].Name = ralloc_strdup(blocks, *name);
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blocks[i].Uniforms = &variables[(*parcel).index];
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blocks[i].Name = ralloc_strdup(blocks, *name);
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blocks[i].Uniforms = &variables[(*parcel).index];
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/* The GL_ARB_shading_language_420pack spec says:
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*
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* "If the binding identifier is used with a uniform block
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* instanced as an array then the first element of the array
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* takes the specified block binding and each subsequent
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* element takes the next consecutive uniform block binding
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* point."
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*/
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blocks[i].Binding = (b->has_binding) ? b->binding + *binding_offset : 0;
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/* The GL_ARB_shading_language_420pack spec says:
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*
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* "If the binding identifier is used with a uniform block instanced as
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* an array then the first element of the array takes the specified
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* block binding and each subsequent element takes the next consecutive
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* uniform block binding point."
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*/
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blocks[i].Binding = (b->has_binding) ? b->binding + *binding_offset : 0;
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blocks[i].UniformBufferSize = 0;
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blocks[i]._Packing = gl_uniform_block_packing(type->interface_packing);
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blocks[i]._RowMajor = type->get_interface_row_major();
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blocks[i].UniformBufferSize = 0;
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blocks[i]._Packing = gl_uniform_block_packing(type->interface_packing);
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blocks[i]._RowMajor = type->get_interface_row_major();
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parcel->process(type, blocks[i].Name);
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parcel->process(type, blocks[i].Name);
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blocks[i].UniformBufferSize = parcel->buffer_size;
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blocks[i].UniformBufferSize = parcel->buffer_size;
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/* Check SSBO size is lower than maximum supported size for SSBO */
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if (b->is_shader_storage &&
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parcel->buffer_size > ctx->Const.MaxShaderStorageBlockSize) {
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linker_error(prog, "shader storage block `%s' has size %d, "
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"which is larger than than the maximum allowed (%d)",
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b->type->name,
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parcel->buffer_size,
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ctx->Const.MaxShaderStorageBlockSize);
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}
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blocks[i].NumUniforms =
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(unsigned)(ptrdiff_t)(&variables[parcel->index] - blocks[i].Uniforms);
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/* Check SSBO size is lower than maximum supported size for SSBO */
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if (b->is_shader_storage &&
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parcel->buffer_size > ctx->Const.MaxShaderStorageBlockSize) {
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linker_error(prog, "shader storage block `%s' has size %d, "
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"which is larger than than the maximum allowed (%d)",
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b->type->name,
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parcel->buffer_size,
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ctx->Const.MaxShaderStorageBlockSize);
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}
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blocks[i].NumUniforms =
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(unsigned)(ptrdiff_t)(&variables[parcel->index] - blocks[i].Uniforms);
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*block_index = *block_index + 1;
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*binding_offset = *binding_offset + 1;
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*block_index = *block_index + 1;
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*binding_offset = *binding_offset + 1;
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}
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/* This function resizes the array types of the block so that later we can use
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