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-rw-r--r--src/glsl/link_uniform_initializers.cpp25
1 files changed, 25 insertions, 0 deletions
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index 4efa1b44ae9..1b7609a4725 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -93,6 +93,31 @@ set_uniform_binding(void *mem_ctx, gl_shader_program *prog,
return;
}
+ if (storage->type->is_sampler()) {
+ unsigned elements = MAX2(storage->array_elements, 1);
+
+ /* From section 4.4.4 of the GLSL 4.20 specification:
+ * "If the binding identifier is used with an array, the first element
+ * of the array takes the specified unit and each subsequent element
+ * takes the next consecutive unit."
+ */
+ for (unsigned int i = 0; i < elements; i++) {
+ storage->storage[i].i = binding + i;
+ }
+
+ for (int sh = 0; sh < MESA_SHADER_TYPES; sh++) {
+ gl_shader *shader = prog->_LinkedShaders[sh];
+
+ if (shader && storage->sampler[sh].active) {
+ for (unsigned i = 0; i < elements; i++) {
+ unsigned index = storage->sampler[sh].index + i;
+
+ shader->SamplerUnits[index] = storage->storage[i].i;
+ }
+ }
+ }
+ }
+
storage->initialized = true;
}