Yeah this is from a time before we used a shared opaque array for things like active. Looks good :)

1-2 are:

Reviewed-by: Timothy Arceri <[email protected]>

The next patch does what you say, but it feels odd reviewing it without any patches that use it. I think you should just bundle that with the upcoming series.

On 11/05/17 20:31, Samuel Pitoiset wrote:
While we are at it, update the GLSL spec comment.

Signed-off-by: Samuel Pitoiset <[email protected]>
---
  src/compiler/glsl/link_uniform_initializers.cpp | 41 ++++++++++++-------------
  1 file changed, 20 insertions(+), 21 deletions(-)

diff --git a/src/compiler/glsl/link_uniform_initializers.cpp 
b/src/compiler/glsl/link_uniform_initializers.cpp
index 79a6c75aaa..a7af75586e 100644
--- a/src/compiler/glsl/link_uniform_initializers.cpp
+++ b/src/compiler/glsl/link_uniform_initializers.cpp
@@ -117,7 +117,7 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
const unsigned elements = MAX2(storage->array_elements, 1); - /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
+      /* Section 4.4.6 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.50 spec
         * says:
         *
         *     "If the binding identifier is used with an array, the first 
element
@@ -129,27 +129,26 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
        }
for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
-        gl_linked_shader *shader = prog->_LinkedShaders[sh];
-
-         if (shader) {
-            if (storage->type->is_sampler() && storage->opaque[sh].active) {
-               for (unsigned i = 0; i < elements; i++) {
-                  const unsigned index = storage->opaque[sh].index + i;
-                  if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
-                     break;
-                  shader->Program->SamplerUnits[index] =
-                     storage->storage[i].i;
-               }
+         gl_linked_shader *shader = prog->_LinkedShaders[sh];
- } else if (storage->type->is_image() &&
-                    storage->opaque[sh].active) {
-               for (unsigned i = 0; i < elements; i++) {
-                  const unsigned index = storage->opaque[sh].index + i;
-                  if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
-                     break;
-                  shader->Program->sh.ImageUnits[index] =
-                     storage->storage[i].i;
-               }
+         if (!shader)
+            continue;
+         if (!storage->opaque[sh].active)
+            continue;
+
+         if (storage->type->is_sampler()) {
+            for (unsigned i = 0; i < elements; i++) {
+               const unsigned index = storage->opaque[sh].index + i;
+               if (index >= ARRAY_SIZE(shader->Program->SamplerUnits))
+                  break;
+               shader->Program->SamplerUnits[index] = storage->storage[i].i;
+            }
+         } else if (storage->type->is_image()) {
+            for (unsigned i = 0; i < elements; i++) {
+               const unsigned index = storage->opaque[sh].index + i;
+               if (index >= ARRAY_SIZE(shader->Program->sh.ImageUnits))
+                  break;
+               shader->Program->sh.ImageUnits[index] = storage->storage[i].i;
              }
           }
        }

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