glsl: set vector_elements to 1 for samplers
I don't see any reasons why vector_elements is 1 for images and 0 for samplers. This increases consistency and allows to clean up some code a bit. This will also help for ARB_bindless_texture. No piglit regressions with RadeonSI. Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com> Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
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@ -95,12 +95,7 @@ glsl_type::glsl_type(GLenum gl_type, glsl_base_type base_type,
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memset(& fields, 0, sizeof(fields));
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memset(& fields, 0, sizeof(fields));
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if (is_sampler()) {
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/* Samplers take no storage whatsoever. */
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matrix_columns = vector_elements = 0;
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} else {
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matrix_columns = vector_elements = 1;
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matrix_columns = vector_elements = 1;
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}
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}
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}
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glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
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glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,
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@ -321,8 +321,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
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}
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}
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{
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{
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unsigned elements = (uni->type->is_sampler())
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unsigned elements = uni->type->components();
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? 1 : uni->type->components();
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const int dmul = uni->type->is_64bit() ? 2 : 1;
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const int dmul = uni->type->is_64bit() ? 2 : 1;
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const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
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const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
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@ -648,10 +647,8 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
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{
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{
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unsigned i;
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unsigned i;
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/* vector_elements and matrix_columns can be 0 for samplers.
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const unsigned components = uni->type->vector_elements;
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*/
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const unsigned vectors = uni->type->matrix_columns;
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const unsigned components = MAX2(1, uni->type->vector_elements);
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const unsigned vectors = MAX2(1, uni->type->matrix_columns);
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const int dmul = uni->type->is_64bit() ? 2 : 1;
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const int dmul = uni->type->is_64bit() ? 2 : 1;
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/* Store the data in the driver's requested type in the driver's storage
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/* Store the data in the driver's requested type in the driver's storage
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@ -803,8 +800,7 @@ validate_uniform(GLint location, GLsizei count, const GLvoid *values,
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}
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}
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/* Verify that the types are compatible. */
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/* Verify that the types are compatible. */
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const unsigned components = uni->type->is_sampler()
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const unsigned components = uni->type->vector_elements;
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? 1 : uni->type->vector_elements;
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if (components != src_components) {
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if (components != src_components) {
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/* glUniformN() must match float/vecN type */
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/* glUniformN() must match float/vecN type */
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@ -925,8 +921,7 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
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return;
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return;
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}
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}
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const unsigned components = uni->type->is_sampler()
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const unsigned components = uni->type->vector_elements;
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? 1 : uni->type->vector_elements;
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/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
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/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
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*
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*
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