glsl: Calculate UBO data at link-time

Use the function added in the previous commit.

This temporarily causes gles3conform
uniform_buffer_object_index_of_not_active_block,
uniform_buffer_object_inherit_and_override_layouts, and
uniform_buffer_object_repeat_global_scope_layouts to assertion fail.
This is fixed in the next commit.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Ian Romanick
2013-01-22 01:09:16 -05:00
parent 0ab7399822
commit 514f8c7ec7
3 changed files with 44 additions and 77 deletions
+5 -18
View File
@@ -873,7 +873,6 @@ link_intrastage_shaders(void *mem_ctx,
unsigned num_shaders)
{
struct gl_uniform_block *uniform_blocks = NULL;
unsigned num_uniform_blocks = 0;
/* Check that global variables defined in multiple shaders are consistent.
*/
@@ -881,23 +880,11 @@ link_intrastage_shaders(void *mem_ctx,
return NULL;
/* Check that uniform blocks between shaders for a stage agree. */
for (unsigned i = 0; i < num_shaders; i++) {
struct gl_shader *sh = shader_list[i];
for (unsigned j = 0; j < sh->NumUniformBlocks; j++) {
link_assign_uniform_block_offsets(sh);
int index = link_cross_validate_uniform_block(mem_ctx,
&uniform_blocks,
&num_uniform_blocks,
&sh->UniformBlocks[j]);
if (index == -1) {
linker_error(prog, "uniform block `%s' has mismatching definitions",
sh->UniformBlocks[j].Name);
return NULL;
}
}
}
const int num_uniform_blocks =
link_uniform_blocks(mem_ctx, prog, shader_list, num_shaders,
&uniform_blocks);
if (num_uniform_blocks < 0)
return NULL;
/* Check that there is only a single definition of each function signature
* across all shaders.