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linker: Various trivial clean-ups in set_sampler_binding
- Remove the spurious block left from the previous commit and re-indent. - Constify elements. - Make the spec reference in the code look like other spec references in the compiler. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323 Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Cc: "10.1" <mesa-stable@lists.freedesktop.org> Cc: github@socker.lepus.uberspace.de
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1 changed files with 17 additions and 17 deletions
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@ -95,27 +95,27 @@ set_sampler_binding(void *mem_ctx, gl_shader_program *prog,
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return;
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}
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{
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unsigned elements = MAX2(storage->array_elements, 1);
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const unsigned elements = MAX2(storage->array_elements, 1);
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/* From section 4.4.4 of the GLSL 4.20 specification:
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* "If the binding identifier is used with an array, the first element
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* of the array takes the specified unit and each subsequent element
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* takes the next consecutive unit."
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*/
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for (unsigned int i = 0; i < elements; i++) {
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storage->storage[i].i = binding + i;
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}
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/* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
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* says:
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*
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* "If the binding identifier is used with an array, the first element
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* of the array takes the specified unit and each subsequent element
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* takes the next consecutive unit."
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*/
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for (unsigned int i = 0; i < elements; i++) {
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storage->storage[i].i = binding + i;
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}
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for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
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gl_shader *shader = prog->_LinkedShaders[sh];
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for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
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gl_shader *shader = prog->_LinkedShaders[sh];
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if (shader && storage->sampler[sh].active) {
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for (unsigned i = 0; i < elements; i++) {
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unsigned index = storage->sampler[sh].index + i;
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if (shader && storage->sampler[sh].active) {
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for (unsigned i = 0; i < elements; i++) {
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unsigned index = storage->sampler[sh].index + i;
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shader->SamplerUnits[index] = storage->storage[i].i;
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}
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shader->SamplerUnits[index] = storage->storage[i].i;
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}
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}
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}
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