Add a field to uniforms to track which element within a register the uniform should be uploaded to.
This is necessary to support HLSL-backed uniform structs.
TRAC #23750
Signed-off-by: Geoff Lang
Signed-off-by: Nicolas Capens
diff --git a/src/libGLESv2/Uniform.cpp b/src/libGLESv2/Uniform.cpp
index 3ee7769..77c6083 100644
--- a/src/libGLESv2/Uniform.cpp
+++ b/src/libGLESv2/Uniform.cpp
@@ -23,13 +23,14 @@
dirty(true),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX),
- registerCount(0)
+ registerCount(0),
+ registerElement(0)
{
// We use data storage for default block uniforms to cache values that are sent to D3D during rendering
// Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
if (isInDefaultBlock())
{
- size_t bytes = UniformInternalSize(type) * elementCount();
+ size_t bytes = dataSize();
data = new unsigned char[bytes];
memset(data, 0, bytes);
registerCount = VariableRowCount(type) * elementCount();
@@ -66,6 +67,11 @@
return blockIndex == -1;
}
+size_t Uniform::dataSize() const
+{
+ return UniformInternalSize(type) * elementCount();
+}
+
UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize)
: name(name),
elementIndex(elementIndex),