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mesa: Handle binding of uniforms to image units with glUniform*().
v2: Set driver-specified flag in NewDriverState when glUniform* is
used to bind an image unit.
v3: Abbreviate argument type check.
Reviewed-by: Paul Berry <stereotype441@gmail.com>
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1 changed files with 36 additions and 0 deletions
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@ -684,6 +684,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
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match = true;
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break;
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case GLSL_TYPE_SAMPLER:
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case GLSL_TYPE_IMAGE:
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match = (basicType == GLSL_TYPE_INT);
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break;
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default:
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@ -735,6 +736,22 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
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}
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}
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if (uni->type->is_image()) {
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int i;
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for (i = 0; i < count; i++) {
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const int unit = ((GLint *) values)[i];
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/* check that the image unit is legal */
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if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
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_mesa_error(ctx, GL_INVALID_VALUE,
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"glUniform1i(invalid image unit index for uniform %d)",
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location);
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return;
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}
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}
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}
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/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
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*
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* "When loading N elements starting at an arbitrary position k in a
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@ -830,6 +847,25 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
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}
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}
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}
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/* If the uniform is an image, update the mapping from image
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* uniforms to image units present in the shader data structure.
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*/
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if (uni->type->is_image()) {
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int i, j;
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for (i = 0; i < MESA_SHADER_STAGES; i++) {
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if (uni->image[i].active) {
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struct gl_shader *sh = shProg->_LinkedShaders[i];
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for (j = 0; j < count; j++)
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sh->ImageUnits[uni->image[i].index + offset + j] =
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((GLint *) values)[j];
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}
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}
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ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
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}
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}
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/**
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