Flatten uniform arrays
This checkin adds a --flatten-uniform-arrays option which can break uniform arrays of samplers, textures, or UBOs up into individual scalars named (e.g) myarray[0], myarray[1], etc. These appear as individual linkage objects. Code notes: - shouldFlatten internally calls shouldFlattenIO, and shouldFlattenUniform, but is the only flattening query directly called. - flattenVariable will handle structs or arrays (but not yet arrayed structs; this is tested an an error is generated). - There's some error checking around unhandled situations. E.g, flattening uniform arrays with initializer lists is not implemented. - This piggybacks on as much of the existing mechanism for struct flattening as it can. E.g, it uses the same flattenMap, and the same flattenAccess() method. - handleAssign() has been generalized to cope with either structs or arrays. - Extended test infrastructure to test flattening ability.
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11 changed files with 872 additions and 46 deletions
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@ -1493,6 +1493,8 @@ void TShader::setShiftSamplerBinding(unsigned int base) { intermediate->setShift
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void TShader::setShiftTextureBinding(unsigned int base) { intermediate->setShiftTextureBinding(base); }
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void TShader::setShiftUboBinding(unsigned int base) { intermediate->setShiftUboBinding(base); }
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void TShader::setAutoMapBindings(bool map) { intermediate->setAutoMapBindings(map); }
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void TShader::setFlattenUniformArrays(bool flatten) { intermediate->setFlattenUniformArrays(flatten); }
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//
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// Turn the shader strings into a parse tree in the TIntermediate.
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//
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