glsl: Add a gl_shader_program parameter to _mesa_uniform_{merge,split}_location_offset

This will be used in the next commit.

NOTE: This is a candidate for stable release branches.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-and-tested-by: Chad Versace <chad.versace@linux.intel.com>
This commit is contained in:
Ian Romanick 2013-06-10 10:33:59 -07:00
parent 4cce4efaa3
commit 5097f35841
4 changed files with 7 additions and 5 deletions

View file

@ -235,7 +235,7 @@ validate_uniform_parameters(struct gl_context *ctx,
return false;
}
_mesa_uniform_split_location_offset(location, loc, array_index);
_mesa_uniform_split_location_offset(shProg, location, loc, array_index);
if (*loc >= shProg->NumUserUniformStorage) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",

View file

@ -538,7 +538,7 @@ _mesa_GetUniformLocation(GLhandleARB programObj, const GLcharARB *name)
if (shProg->UniformStorage[index].block_index != -1)
return -1;
return _mesa_uniform_merge_location_offset(index, offset);
return _mesa_uniform_merge_location_offset(shProg, index, offset);
}
GLuint GLAPIENTRY

View file

@ -269,7 +269,8 @@ struct gl_builtin_uniform_desc {
* Combine the uniform's base location and the offset
*/
static inline GLint
_mesa_uniform_merge_location_offset(unsigned base_location, unsigned offset)
_mesa_uniform_merge_location_offset(const struct gl_shader_program *prog,
unsigned base_location, unsigned offset)
{
return (base_location << 16) | offset;
}
@ -278,7 +279,8 @@ _mesa_uniform_merge_location_offset(unsigned base_location, unsigned offset)
* Separate the uniform base location and parameter offset
*/
static inline void
_mesa_uniform_split_location_offset(GLint location, unsigned *base_location,
_mesa_uniform_split_location_offset(const struct gl_shader_program *prog,
GLint location, unsigned *base_location,
unsigned *offset)
{
*offset = location & 0xffff;

View file

@ -3096,7 +3096,7 @@ set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
"Couldn't find uniform for initializer %s\n", name);
return;
}
int loc = _mesa_uniform_merge_location_offset(index, offset);
int loc = _mesa_uniform_merge_location_offset(shader_program, index, offset);
for (unsigned int i = 0; i < (type->is_array() ? type->length : 1); i++) {
ir_constant *element;