From bfcec4618a00621ae6ff13963e3ac82507168b4e Mon Sep 17 00:00:00 2001 From: Kenneth Graunke Date: Wed, 17 Jul 2013 18:11:55 -0700 Subject: glsl: Handle the binding qualifier for UBO variables. layout(binding = N) is equivalent to calling glUniformBlockBinding(_,N). This currently only handles the GLSL 1.40 case - no interface names, no arrays of uniform blocks. This is okay since we don't yet support GLSL 1.50, and don't expose ARB_shading_language_420pack in ES 3.0. v2: Move into the other function; use binding, not constant_value. Signed-off-by: Kenneth Graunke Acked-by: Paul Berry --- src/glsl/link_uniform_initializers.cpp | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp index 1b7609a4725..3f667104759 100644 --- a/src/glsl/link_uniform_initializers.cpp +++ b/src/glsl/link_uniform_initializers.cpp @@ -116,6 +116,16 @@ set_uniform_binding(void *mem_ctx, gl_shader_program *prog, } } } + } else if (storage->block_index != -1) { + /* This is a field of a UBO. val is the binding index. */ + for (int i = 0; i < MESA_SHADER_TYPES; i++) { + int stage_index = prog->UniformBlockStageIndex[i][storage->block_index]; + + if (stage_index != -1) { + struct gl_shader *sh = prog->_LinkedShaders[i]; + sh->UniformBlocks[stage_index].Binding = binding; + } + } } storage->initialized = true; -- cgit v1.2.3