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.

This time the Intel CI system doesn't report any failures.

Signed-off-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Samuel Pitoiset 2017-04-26 13:49:13 +02:00
parent ece06defe7
commit e0e01895b0
2 changed files with 6 additions and 16 deletions

View File

@ -95,12 +95,7 @@ glsl_type::glsl_type(GLenum gl_type, glsl_base_type base_type,
memset(& fields, 0, sizeof(fields));
if (is_sampler()) {
/* Samplers take no storage whatsoever. */
matrix_columns = vector_elements = 0;
} else {
matrix_columns = vector_elements = 1;
}
matrix_columns = vector_elements = 1;
}
glsl_type::glsl_type(const glsl_struct_field *fields, unsigned num_fields,

View File

@ -321,8 +321,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
}
{
unsigned elements = (uni->type->is_sampler())
? 1 : uni->type->components();
unsigned elements = uni->type->components();
const int dmul = uni->type->is_64bit() ? 2 : 1;
const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
@ -648,10 +647,8 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
{
unsigned i;
/* vector_elements and matrix_columns can be 0 for samplers.
*/
const unsigned components = MAX2(1, uni->type->vector_elements);
const unsigned vectors = MAX2(1, uni->type->matrix_columns);
const unsigned components = uni->type->vector_elements;
const unsigned vectors = uni->type->matrix_columns;
const int dmul = uni->type->is_64bit() ? 2 : 1;
/* Store the data in the driver's requested type in the driver's storage
@ -803,8 +800,7 @@ validate_uniform(GLint location, GLsizei count, const GLvoid *values,
}
/* Verify that the types are compatible. */
const unsigned components = uni->type->is_sampler()
? 1 : uni->type->vector_elements;
const unsigned components = uni->type->vector_elements;
if (components != src_components) {
/* glUniformN() must match float/vecN type */
@ -925,8 +921,7 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
return;
}
const unsigned components = uni->type->is_sampler()
? 1 : uni->type->vector_elements;
const unsigned components = uni->type->vector_elements;
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
*