ir_to_mesa: Use uniform_field_visitor to add all struct fields to parameter list

Previously the uniform was passed as single, whole structure to
_mesa_add_parameter.  This was completely bogus and resulted in a
DataType of 0 (instead of a valid GLSL type enum).

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=41980
Tested-by: Brian Paul <brianp@vmware.com>
Cc: Bryan Cain <bryancain3@gmail.com>
Cc: Vinson Lee <vlee@vmware.com>
Cc: José Fonseca <jfonseca@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick 2011-10-24 12:23:50 -07:00
parent 747e59c759
commit 6437a71d41

View file

@ -40,6 +40,7 @@
#include "../glsl/program.h"
#include "ir_optimization.h"
#include "ast.h"
#include "linker.h"
#include "main/mtypes.h"
#include "main/shaderobj.h"
@ -2587,13 +2588,35 @@ check_resources(const struct gl_context *ctx,
}
}
class add_uniform_to_shader : public uniform_field_visitor {
public:
add_uniform_to_shader(struct gl_shader_program *shader_program,
struct gl_program_parameter_list *params)
: shader_program(shader_program), params(params), next_sampler(0)
{
/* empty */
}
static int
add_uniform_to_shader(ir_variable *var,
struct gl_program_parameter_list *params,
unsigned int &next_sampler)
int process(ir_variable *var)
{
this->idx = -1;
this->uniform_field_visitor::process(var);
return this->idx;
}
private:
virtual void visit_field(const glsl_type *type, const char *name);
struct gl_shader_program *shader_program;
struct gl_program_parameter_list *params;
int next_sampler;
int idx;
};
void
add_uniform_to_shader::visit_field(const glsl_type *type, const char *name)
{
const glsl_type *type = var->type;
unsigned int size;
if (type->is_vector() || type->is_scalar()) {
@ -2610,10 +2633,9 @@ add_uniform_to_shader(ir_variable *var,
file = PROGRAM_UNIFORM;
}
int index = _mesa_lookup_parameter_index(params, -1, var->name);
int index = _mesa_lookup_parameter_index(params, -1, name);
if (index < 0) {
index = _mesa_add_parameter(params, file,
var->name, size, type->gl_type,
index = _mesa_add_parameter(params, file, name, size, type->gl_type,
NULL, NULL, 0x0);
/* Sampler uniform values are stored in prog->SamplerUnits,
@ -2622,11 +2644,15 @@ add_uniform_to_shader(ir_variable *var,
*/
if (file == PROGRAM_SAMPLER) {
for (unsigned int j = 0; j < size / 4; j++)
params->ParameterValues[index + j][0].f = next_sampler++;
params->ParameterValues[index + j][0].f = this->next_sampler++;
}
}
return index;
/* The first part of the uniform that's processed determines the base
* location of the whole uniform (for structures).
*/
if (this->idx < 0)
this->idx = index;
}
/**
@ -2644,7 +2670,7 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
struct gl_program_parameter_list
*params)
{
unsigned int next_sampler = 0;
add_uniform_to_shader add(shader_program, params);
foreach_list(node, sh->ir) {
ir_variable *var = ((ir_instruction *) node)->as_variable();
@ -2653,7 +2679,7 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
|| (strncmp(var->name, "gl_", 3) == 0))
continue;
int loc = add_uniform_to_shader(var, params, next_sampler);
int loc = add.process(var);
/* The location chosen in the Parameters list here (returned from
* _mesa_add_parameter) has to match what the linker chose.