glsl: Handle the binding qualifier for arrays of samplers.
Normally, uniform array variables are initialized by array literals. That is, val->type->array_elements >= storage->array_elements. However, samplers are different. Consider a declaration such as: layout(binding = 5) uniform sampler2D[3]; The initializer value is a single integer (5), while the storage has 3 array elements. The proper behavior here is to increment one for each element; they should be initialized to 5, 6, and 7. This patch introduces new code for sampler types which handles both arrays of samplers and single samplers correctly. v2: Move into the other function; use binding, not constant_value. Signed-off-by: Kenneth Graunke <kenneth@whitecape.org> Acked-by: Paul Berry <stereotype441@gmail.com>
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@ -93,6 +93,31 @@ set_uniform_binding(void *mem_ctx, gl_shader_program *prog,
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return;
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}
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if (storage->type->is_sampler()) {
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unsigned elements = MAX2(storage->array_elements, 1);
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/* From section 4.4.4 of the GLSL 4.20 specification:
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* "If the binding identifier is used with an array, the first element
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* of the array takes the specified unit and each subsequent element
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* takes the next consecutive unit."
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*/
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for (unsigned int i = 0; i < elements; i++) {
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storage->storage[i].i = binding + i;
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}
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for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
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gl_shader *shader = prog->_LinkedShaders[sh];
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if (shader && storage->sampler[sh].active) {
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for (unsigned i = 0; i < elements; i++) {
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unsigned index = storage->sampler[sh].index + i;
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shader->SamplerUnits[index] = storage->storage[i].i;
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}
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}
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}
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}
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storage->initialized = true;
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}
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