glsl: Calcluate Mesa state slots in front-end instead of back-end
This should be the last bit of infrastructure changes before
generating GLSL IR for assembly shaders.
This commit leaves some odd code formatting in ir_to_mesa and brw_fs.
This was done to minimize whitespace changes / reindentation in some
loops. The following commit will restore formatting sanity.
Reviewed-by: Eric Anholt <eric@anholt.net>
Reviewed-by: Chad Versace <chad.versace@intel.com>
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index 7db5c5e..1749235 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -994,6 +994,19 @@
}
if (size + 1 != var->type->fields.array->length) {
+ /* If this is a built-in uniform (i.e., it's backed by some
+ * fixed-function state), adjust the number of state slots to
+ * match the new array size. The number of slots per array entry
+ * is not known. It seems saft to assume that the total number of
+ * slots is an integer multiple of the number of array elements.
+ * Determine the number of slots per array element by dividing by
+ * the old (total) size.
+ */
+ if (var->num_state_slots > 0) {
+ var->num_state_slots = (size + 1)
+ * (var->num_state_slots / var->type->length);
+ }
+
var->type = glsl_type::get_array_instance(var->type->fields.array,
size + 1);
/* FINISHME: We should update the types of array