glsl: simplify set_opaque_binding()

While we are at it, update the GLSL spec comment.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Samuel Pitoiset 2017-05-11 12:31:27 +02:00
parent a29810e27c
commit 4ad5fa617c
1 changed files with 19 additions and 20 deletions

View File

@ -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];
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;
}
if (!shader)
continue;
if (!storage->opaque[sh].active)
continue;
} 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 (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;
}
}
}