glsl: Propagate uniform block information into gl_uniform_storage.

Now we can actually return information on uniforms in uniform blocks
in the new queries.

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
This commit is contained in:
Eric Anholt 2012-05-01 13:59:31 -07:00
parent ddc88fbf51
commit a74507dc94
2 changed files with 74 additions and 1 deletions

View file

@ -119,6 +119,40 @@ struct gl_uniform_storage {
* uniform if the \c ::driver_storage interface is not used.
*/
union gl_constant_value *storage;
/** Fields for GL_ARB_uniform_buffer_object
* @{
*/
/**
* GL_UNIFORM_BLOCK_INDEX: index of the uniform block containing
* the uniform, or -1 for the default uniform block. Note that the
* index is into the linked program's UniformBlocks[] array, not
* the linked shader's.
*/
int block_index;
/** GL_UNIFORM_OFFSET: byte offset within the uniform block, or -1. */
int offset;
/**
* GL_UNIFORM_MATRIX_STRIDE: byte stride between columns or rows of
* a matrix. Set to 0 for non-matrices in UBOs, or -1 for uniforms
* in the default uniform block.
*/
int matrix_stride;
/**
* GL_UNIFORM_ARRAY_STRIDE: byte stride between elements of the
* array. Set to zero for non-arrays in UBOs, or -1 for uniforms
* in the default uniform block.
*/
int array_stride;
/** GL_UNIFORM_ROW_MAJOR: true iff it's a row-major matrix in a UBO */
bool row_major;
/** @} */
};
#ifdef __cplusplus

View file

@ -217,6 +217,28 @@ public:
this->shader_shadow_samplers = 0;
}
void set_and_process(struct gl_shader_program *prog,
ir_variable *var)
{
ubo_var = NULL;
if (var->uniform_block != -1) {
struct gl_uniform_block *block =
&prog->UniformBlocks[var->uniform_block];
ubo_block_index = var->uniform_block;
ubo_var_index = var->location;
ubo_var = &block->Uniforms[var->location];
ubo_byte_offset = ubo_var->Offset;
}
process(var);
}
struct gl_uniform_buffer_variable *ubo_var;
int ubo_block_index;
int ubo_var_index;
int ubo_byte_offset;
private:
virtual void visit_field(const glsl_type *type, const char *name)
{
@ -292,6 +314,23 @@ private:
this->uniforms[id].num_driver_storage = 0;
this->uniforms[id].driver_storage = NULL;
this->uniforms[id].storage = this->values;
if (this->ubo_var) {
this->uniforms[id].block_index = this->ubo_block_index;
/* FINISHME: Actual std140 offset assignment. */
this->uniforms[id].offset = this->ubo_byte_offset;
this->ubo_byte_offset += 4 * type->components();
this->uniforms[id].array_stride = 0;
this->uniforms[id].matrix_stride = 0;
this->uniforms[id].row_major = base_type->is_matrix() &&
ubo_var->RowMajor;
} else {
this->uniforms[id].block_index = -1;
this->uniforms[id].offset = -1;
this->uniforms[id].array_stride = -1;
this->uniforms[id].matrix_stride = -1;
this->uniforms[id].row_major = false;
}
this->values += values_for_type(type);
}
@ -518,7 +557,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
if (strncmp("gl_", var->name, 3) == 0)
continue;
parcel.process(var);
parcel.set_and_process(prog, var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;