glsl: Propagate explicit binding information from the AST all the way to the linker
Information about the binding was not being properly communicated from the front-end compiler to the linker. As a result, the linker never knew that any UBOs had explicit bindings! Fixes the piglit test arb_shading_language_420pack-binding-layout. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323 Reviewed-by: Kenneth Graunke <kenneth@whitecape.org> Tested-by: github@socker.lepus.uberspace.de [v0] Cc: "10.1" <mesa-stable@lists.freedesktop.org> Cc: github@socker.lepus.uberspace.de
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@@ -251,7 +251,17 @@ link_uniform_blocks(void *mem_ctx,
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blocks[i].Name = ralloc_asprintf(blocks, "%s[%u]", name,
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b->array_elements[j]);
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blocks[i].Uniforms = &variables[parcel.index];
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blocks[i].Binding = 0;
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/* The GL_ARB_shading_language_420pack spec says:
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*
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* "If the binding identifier is used with a uniform block
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* instanced as an array then the first element of the array
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* takes the specified block binding and each subsequent
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* element takes the next consecutive uniform block binding
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* point."
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*/
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blocks[i].Binding = (b->has_binding) ? b->binding + j : 0;
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blocks[i].UniformBufferSize = 0;
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blocks[i]._Packing =
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gl_uniform_block_packing(block_type->interface_packing);
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@@ -269,7 +279,7 @@ link_uniform_blocks(void *mem_ctx,
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} else {
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blocks[i].Name = ralloc_strdup(blocks, block_type->name);
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blocks[i].Uniforms = &variables[parcel.index];
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blocks[i].Binding = 0;
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blocks[i].Binding = (b->has_binding) ? b->binding : 0;
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blocks[i].UniformBufferSize = 0;
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blocks[i]._Packing =
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gl_uniform_block_packing(block_type->interface_packing);
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