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Commit 2d539049 authored by Neil Roberts's avatar Neil Roberts
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Take into account the number of locations taken up by a uniform

When assigning uniform locations it now takes into account the number
of locations occupied by the type. For uniforms, all types except
arrays and structs take up one location. For arrays the base location
count is multiplied by the array dimensions and for structs it is the
sum of the locations of each member.
parent 1fe4a447
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......@@ -443,7 +443,11 @@ struct TDefaultIoResolverBase : public glslang::TIoMapResolver
return -1;
}
return nextUniformLocation++;
int location = nextUniformLocation;
nextUniformLocation += TIntermediate::computeTypeUniformLocationSize(type);
return location;
}
bool validateInOut(EShLanguage /*stage*/, const char* /*name*/, const TType& /*type*/, bool /*is_live*/) override
{
......
......@@ -962,6 +962,36 @@ int TIntermediate::computeTypeLocationSize(const TType& type, EShLanguage stage)
return 1;
}
// Same as computeTypeLocationSize but for uniforms
int TIntermediate::computeTypeUniformLocationSize(const TType& type)
{
// "Individual elements of a uniform array are assigned
// consecutive locations with the first element taking location
// location."
if (type.isArray()) {
// TODO: perf: this can be flattened by using getCumulativeArraySize(), and a deref that discards all arrayness
TType elementType(type, 0);
if (type.isImplicitlySizedArray()) {
// TODO: are there valid cases of having an implicitly-sized array with a location? If so, running this code too early.
return computeTypeUniformLocationSize(elementType);
} else
return type.getOuterArraySize() * computeTypeUniformLocationSize(elementType);
}
// "Each subsequent inner-most member or element gets incremental
// locations for the entire structure or array."
if (type.isStruct()) {
int size = 0;
for (int member = 0; member < (int)type.getStruct()->size(); ++member) {
TType memberType(type, member);
size += computeTypeUniformLocationSize(memberType);
}
return size;
}
return 1;
}
// Accumulate xfb buffer ranges and check for collisions as the accumulation is done.
//
// Returns < 0 if no collision, >= 0 if collision and the value returned is a colliding value.
......
......@@ -590,6 +590,7 @@ public:
int addUsedOffsets(int binding, int offset, int numOffsets);
bool addUsedConstantId(int id);
static int computeTypeLocationSize(const TType&, EShLanguage);
static int computeTypeUniformLocationSize(const TType&);
bool setXfbBufferStride(int buffer, unsigned stride)
{
......
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