mesa: Use uniform interfaces in fixed-function fragment shader code
Poking directly at the backing resources works only by luck. Core Mesa code should only know about the gl_uniform_storage structure. Soon other code that looks at samplers will use the gl_uniform_storage structures instead of the data in the gl_program. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net> Acked-by: Kenneth Graunke <kenneth@whitecape.org>
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@ -42,6 +42,7 @@ extern "C" {
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#include "program/programopt.h"
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#include "texenvprogram.h"
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}
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#include "main/uniforms.h"
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#include "../glsl/glsl_types.h"
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#include "../glsl/ir.h"
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#include "../glsl/glsl_symbol_table.h"
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@ -1498,22 +1499,40 @@ create_new_program(struct gl_context *ctx, struct state_key *key)
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/* Set the sampler uniforms, and relink to get them into the linked
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* program.
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*/
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struct gl_program *fp;
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fp = p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
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struct gl_shader *const fs =
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p.shader_program->_LinkedShaders[MESA_SHADER_FRAGMENT];
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struct gl_program *const fp = fs->Program;
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_mesa_generate_parameters_list_for_uniforms(p.shader_program, fs,
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fp->Parameters);
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_mesa_associate_uniform_storage(ctx, p.shader_program, fp->Parameters);
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for (unsigned int i = 0; i < MAX_TEXTURE_UNITS; i++) {
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char *name = ralloc_asprintf(p.mem_ctx, "sampler_%d", i);
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int loc = _mesa_get_uniform_location(ctx, p.shader_program, name);
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if (loc != -1) {
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unsigned base;
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unsigned idx;
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/* Avoid using _mesa_uniform() because it flags state
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* updates, so if we're generating this shader_program in a
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* state update, we end up recursing. Instead, just set the
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* value, which is picked up at re-link.
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*/
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loc = (loc & 0xffff) + (loc >> 16);
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int sampler = fp->Parameters->ParameterValues[loc][0].f;
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_mesa_uniform_split_location_offset(loc, &base, &idx);
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assert(idx == 0);
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fp->SamplerUnits[sampler] = i;
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struct gl_uniform_storage *const storage =
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&p.shader_program->UniformStorage[base];
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/* Update the storage, the SamplerUnits in the shader program, and
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* the SamplerUnits in the assembly shader.
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*/
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storage->storage[idx].i = i;
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fp->SamplerUnits[storage->sampler] = i;
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p.shader_program->SamplerUnits[storage->sampler] = i;
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_mesa_propagate_uniforms_to_driver_storage(storage, 0, 1);
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}
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}
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_mesa_update_shader_textures_used(fp);
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