glsl: Set the uniform_block index for the linked shader variables.

At this point in the linking, we've totally lost track of the struct
gl_uniform_buffer that this pointed to in the original unlinked
shader, so we do a nasty n^2 walk to find it the new one based on the
variable name.

Note that these point into the shader's list of gl_uniform_buffers,
not the linked program's.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Eric Anholt 2012-05-01 13:34:04 -07:00
parent 9f1a4a6340
commit 093b20666d

View file

@ -27,6 +27,7 @@
#include "ir_uniform.h"
#include "glsl_symbol_table.h"
#include "program/hash_table.h"
#include "program.h"
/**
* \file link_uniforms.cpp
@ -377,6 +378,42 @@ link_cross_validate_uniform_block(void *mem_ctx,
return linked_block_index;
}
/**
* Walks the IR and update the references to uniform blocks in the
* ir_variables to point at linked shader's list (previously, they
* would point at the uniform block list in one of the pre-linked
* shaders).
*/
static bool
link_update_uniform_buffer_variables(struct gl_shader *shader)
{
foreach_list(node, shader->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
if ((var == NULL) || (var->uniform_block == -1))
continue;
assert(var->mode == ir_var_uniform);
bool found = false;
for (unsigned i = 0; i < shader->NumUniformBlocks; i++) {
for (unsigned j = 0; j < shader->UniformBlocks[i].NumUniforms; j++) {
if (!strcmp(var->name, shader->UniformBlocks[i].Uniforms[j].Name)) {
found = true;
var->uniform_block = i;
var->location = j;
break;
}
}
if (found)
break;
}
assert(found);
}
return true;
}
void
link_assign_uniform_locations(struct gl_shader_program *prog)
{
@ -401,6 +438,14 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
*/
memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
if (!link_update_uniform_buffer_variables(prog->_LinkedShaders[i]))
return;
}
/* First pass: Count the uniform resources used by the user-defined
* uniforms. While this happens, each active uniform will have an index
* assigned to it.