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glsl: whitespace/formatting/typo fixes in link_uniforms.cpp
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1 changed files with 9 additions and 6 deletions
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@ -739,7 +739,7 @@ private:
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handle_subroutines(base_type, &this->uniforms[id]);
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/* For array of arrays or struct arrays the base location may have
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* already been set so dont set it again.
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* already been set so don't set it again.
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*/
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if (ubo_block_index == -1 && current_var->data.location == -1) {
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current_var->data.location = id;
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@ -764,7 +764,7 @@ private:
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this->explicit_location + field_counter;
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field_counter += entries;
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} else {
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this->uniforms[id].remap_location = this->explicit_location;
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this->uniforms[id].remap_location = this->explicit_location;
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}
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} else {
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/* Initialize to to indicate that no location is set */
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@ -815,12 +815,13 @@ private:
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if (type->without_array()->is_matrix()) {
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const glsl_type *matrix = type->without_array();
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const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
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const unsigned items = row_major ? matrix->matrix_columns : matrix->vector_elements;
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const unsigned items =
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row_major ? matrix->matrix_columns : matrix->vector_elements;
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assert(items <= 4);
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if (packing == GLSL_INTERFACE_PACKING_STD430)
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this->uniforms[id].matrix_stride = items < 3 ? items * N :
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glsl_align(items * N, 16);
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glsl_align(items * N, 16);
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else
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this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
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this->uniforms[id].row_major = row_major;
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@ -1154,7 +1155,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
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ir_variable *const var = node->as_variable();
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if ((var == NULL) || (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
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if ((var == NULL) || (var->data.mode != ir_var_uniform &&
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var->data.mode != ir_var_shader_storage))
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continue;
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parcel.set_and_process(prog, var);
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@ -1163,7 +1165,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
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prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
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STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == sizeof(parcel.targets));
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STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
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sizeof(parcel.targets));
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memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
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sizeof(prog->_LinkedShaders[i]->SamplerTargets));
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}
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