glsl: replace remaining tabs in link_uniforms.cpp

Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
This commit is contained in:
Timothy Arceri
2016-02-24 19:33:28 +11:00
parent 3322cb7b8d
commit e2415e8467

View File

@@ -188,8 +188,8 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
this->enter_record(t, *name, row_major, packing);
for (unsigned i = 0; i < t->length; i++) {
const char *field = t->fields.structure[i].name;
size_t new_length = name_length;
const char *field = t->fields.structure[i].name;
size_t new_length = name_length;
if (t->fields.structure[i].type->is_record())
this->visit_field(&t->fields.structure[i]);
@@ -250,10 +250,10 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
record_array_count *= length;
for (unsigned i = 0; i < length; i++) {
size_t new_length = name_length;
size_t new_length = name_length;
/* Append the subscript to the current variable name */
ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
/* Append the subscript to the current variable name */
ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
recursion(t->fields.array, name, new_length, row_major,
record_type,
@@ -423,19 +423,19 @@ private:
if(!is_shader_storage)
this->num_shader_uniform_components += values;
} else {
/* Accumulate the total number of uniform slots used by this shader.
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
if (!is_ubo_var && !is_shader_storage)
this->num_shader_uniform_components += values;
/* Accumulate the total number of uniform slots used by this shader.
* Note that samplers do not count against this limit because they
* don't use any storage on current hardware.
*/
if (!is_ubo_var && !is_shader_storage)
this->num_shader_uniform_components += values;
}
/* If the uniform is already in the map, there's nothing more to do.
*/
unsigned id;
if (this->map->get(id, name))
return;
return;
if (this->current_var->data.how_declared == ir_var_hidden) {
this->hidden_map->put(this->num_hidden_uniforms, name);
@@ -481,8 +481,8 @@ class parcel_out_uniform_storage : public program_resource_visitor {
public:
parcel_out_uniform_storage(struct gl_shader_program *prog,
struct string_to_uint_map *map,
struct gl_uniform_storage *uniforms,
union gl_constant_value *values)
struct gl_uniform_storage *uniforms,
union gl_constant_value *values)
: prog(prog), map(map), uniforms(uniforms), values(values)
{
}
@@ -528,9 +528,9 @@ public:
ubo_block_index = i;
break;
}
}
}
assert(ubo_block_index != -1);
}
}
assert(ubo_block_index != -1);
/* Uniform blocks that were specified with an instance name must be
* handled a little bit differently. The name of the variable is the
@@ -743,15 +743,15 @@ private:
assert(found);
if (!found)
return;
return;
const glsl_type *base_type;
if (type->is_array()) {
this->uniforms[id].array_elements = type->length;
base_type = type->fields.array;
this->uniforms[id].array_elements = type->length;
base_type = type->fields.array;
} else {
this->uniforms[id].array_elements = 0;
base_type = type;
this->uniforms[id].array_elements = 0;
base_type = type;
}
/* Initialise opaque data */
@@ -835,11 +835,11 @@ private:
this->uniforms[id].array_stride =
glsl_align(type->without_array()->std140_size(row_major),
16);
} else {
this->uniforms[id].array_stride = 0;
}
} else {
this->uniforms[id].array_stride = 0;
}
if (type->without_array()->is_matrix()) {
if (type->without_array()->is_matrix()) {
const glsl_type *matrix = type->without_array();
const unsigned N = matrix->base_type == GLSL_TYPE_DOUBLE ? 8 : 4;
const unsigned items =
@@ -851,17 +851,17 @@ private:
glsl_align(items * N, 16);
else
this->uniforms[id].matrix_stride = glsl_align(items * N, 16);
this->uniforms[id].row_major = row_major;
} else {
this->uniforms[id].matrix_stride = 0;
this->uniforms[id].row_major = false;
}
this->uniforms[id].row_major = row_major;
} else {
this->uniforms[id].matrix_stride = 0;
this->uniforms[id].row_major = false;
}
} else {
this->uniforms[id].block_index = -1;
this->uniforms[id].offset = -1;
this->uniforms[id].array_stride = -1;
this->uniforms[id].matrix_stride = -1;
this->uniforms[id].row_major = false;
this->uniforms[id].block_index = -1;
this->uniforms[id].offset = -1;
this->uniforms[id].array_stride = -1;
this->uniforms[id].matrix_stride = -1;
this->uniforms[id].row_major = false;
}
this->values += values_for_type(type);
@@ -927,36 +927,36 @@ public:
*/
int
link_cross_validate_uniform_block(void *mem_ctx,
struct gl_uniform_block **linked_blocks,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block)
struct gl_uniform_block **linked_blocks,
unsigned int *num_linked_blocks,
struct gl_uniform_block *new_block)
{
for (unsigned int i = 0; i < *num_linked_blocks; i++) {
struct gl_uniform_block *old_block = &(*linked_blocks)[i];
if (strcmp(old_block->Name, new_block->Name) == 0)
return link_uniform_blocks_are_compatible(old_block, new_block)
? i : -1;
return link_uniform_blocks_are_compatible(old_block, new_block)
? i : -1;
}
*linked_blocks = reralloc(mem_ctx, *linked_blocks,
struct gl_uniform_block,
*num_linked_blocks + 1);
struct gl_uniform_block,
*num_linked_blocks + 1);
int linked_block_index = (*num_linked_blocks)++;
struct gl_uniform_block *linked_block = &(*linked_blocks)[linked_block_index];
memcpy(linked_block, new_block, sizeof(*new_block));
linked_block->Uniforms = ralloc_array(*linked_blocks,
struct gl_uniform_buffer_variable,
linked_block->NumUniforms);
struct gl_uniform_buffer_variable,
linked_block->NumUniforms);
memcpy(linked_block->Uniforms,
new_block->Uniforms,
sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
new_block->Uniforms,
sizeof(*linked_block->Uniforms) * linked_block->NumUniforms);
for (unsigned int i = 0; i < linked_block->NumUniforms; i++) {
struct gl_uniform_buffer_variable *ubo_var =
&linked_block->Uniforms[i];
&linked_block->Uniforms[i];
if (ubo_var->Name == ubo_var->IndexName) {
ubo_var->Name = ralloc_strdup(*linked_blocks, ubo_var->Name);
@@ -983,7 +983,7 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
ir_variable *const var = node->as_variable();
if ((var == NULL) || !var->is_in_buffer_block())
continue;
continue;
assert(var->data.mode == ir_var_uniform ||
var->data.mode == ir_var_shader_storage);
@@ -1005,7 +1005,7 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
const unsigned l = strlen(var->name);
for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i].NumUniforms; j++) {
if (sentinel) {
const char *begin = shader->BufferInterfaceBlocks[i].Uniforms[j].Name;
const char *end = strchr(begin, sentinel);
@@ -1023,13 +1023,13 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
}
} else if (!strcmp(var->name,
shader->BufferInterfaceBlocks[i].Uniforms[j].Name)) {
found = true;
var->data.location = j;
break;
}
}
if (found)
break;
found = true;
var->data.location = j;
break;
}
}
if (found)
break;
}
assert(found);
}
@@ -1112,7 +1112,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
continue;
/* Uniforms that lack an initializer in the shader code have an initial
* value of zero. This includes sampler uniforms.
@@ -1133,13 +1133,13 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
uniform_size.start_shader();
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *const var = node->as_variable();
ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform &&
var->data.mode != ir_var_shader_storage))
continue;
if ((var == NULL) || (var->data.mode != ir_var_uniform &&
var->data.mode != ir_var_shader_storage))
continue;
uniform_size.process(var);
uniform_size.process(var);
}
sh->num_samplers = uniform_size.num_shader_samplers;
@@ -1149,8 +1149,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
for (unsigned i = 0; i < sh->NumBufferInterfaceBlocks; i++) {
if (!sh->BufferInterfaceBlocks[i].IsShaderStorage) {
sh->num_combined_uniform_components +=
sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
sh->num_combined_uniform_components +=
sh->BufferInterfaceBlocks[i].UniformBufferSize / 4;
}
}
}
@@ -1183,18 +1183,18 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
continue;
parcel.start_shader((gl_shader_stage)i);
foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = node->as_variable();
ir_variable *const var = node->as_variable();
if ((var == NULL) || (var->data.mode != ir_var_uniform &&
var->data.mode != ir_var_shader_storage))
continue;
continue;
parcel.set_and_process(var);
parcel.set_and_process(var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;