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author | Brian Paul <brian.paul@tungstengraphics.com> | 2008-05-14 16:09:46 -0600 |
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committer | Brian Paul <brian.paul@tungstengraphics.com> | 2008-05-14 16:09:46 -0600 |
commit | ade508312c701ce89d3c2cd717994dbbabb4f207 (patch) | |
tree | 7c7a35935143d90c99820025a8887c5606041db6 /src/mesa/shader/prog_parameter.c | |
parent | c807c1a23fc918591e9d2f6f26c4e071a725bced (diff) | |
download | external_mesa3d-ade508312c701ce89d3c2cd717994dbbabb4f207.zip external_mesa3d-ade508312c701ce89d3c2cd717994dbbabb4f207.tar.gz external_mesa3d-ade508312c701ce89d3c2cd717994dbbabb4f207.tar.bz2 |
Updated GLSL uniform/sampler handling from gallium-0.1 branch
Previously, the shader linker combined the uniforms used by the vertex and
fragment shaders into a combined set of uniforms. This made the implementation
of glUniform*() simple, but was rather inefficient otherwise. Now each shader
gets its own set of uniforms (no more modelview matrix showing up in the
fragment shader uniforms, for example).
cherry-picked by hand from gallium-0.1 branch
Diffstat (limited to 'src/mesa/shader/prog_parameter.c')
-rw-r--r-- | src/mesa/shader/prog_parameter.c | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/src/mesa/shader/prog_parameter.c b/src/mesa/shader/prog_parameter.c index 500cfbb..0b61bac 100644 --- a/src/mesa/shader/prog_parameter.c +++ b/src/mesa/shader/prog_parameter.c @@ -282,22 +282,25 @@ _mesa_add_uniform(struct gl_program_parameter_list *paramList, * Add a sampler to the parameter list. * \param name uniform's name * \param datatype GL_SAMPLER_2D, GL_SAMPLER_2D_RECT_ARB, etc. + * \param index the sampler number (as seen in TEX instructions) */ GLint _mesa_add_sampler(struct gl_program_parameter_list *paramList, - const char *name, GLenum datatype) + const char *name, GLenum datatype, GLuint index) { GLint i = _mesa_lookup_parameter_index(paramList, -1, name); if (i >= 0 && paramList->Parameters[i].Type == PROGRAM_SAMPLER) { ASSERT(paramList->Parameters[i].Size == 1); ASSERT(paramList->Parameters[i].DataType == datatype); + ASSERT(paramList->ParameterValues[i][0] == index); /* already in list */ return i; } else { + GLfloat indexf = index; const GLint size = 1; /* a sampler is basically a texture unit number */ i = _mesa_add_parameter(paramList, PROGRAM_SAMPLER, name, - size, datatype, NULL, NULL); + size, datatype, &indexf, NULL); return i; } } |