namespace GL {
namespace SL {
-void ConstantIdAssigner::apply(Stage &stage)
+void ConstantIdAssigner::apply(Module &module, const Features &features)
{
- stage.content.visit(*this);
+ for(list<Stage>::iterator i=module.stages.begin(); i!=module.stages.end(); ++i)
+ i->content.visit(*this);
+
+ unsigned max_id = features.max_constant_id;
+ for(vector<VariableDeclaration *>::iterator i=auto_constants.begin(); i!=auto_constants.end(); ++i)
+ {
+ unsigned id = hash32((*i)->name)%(max_id+1);
+ while(used_ids.count(id))
+ ++id;
+
+ vector<Layout::Qualifier> &qualifiers = (*i)->layout->qualifiers;
+ for(vector<Layout::Qualifier>::iterator j=qualifiers.begin(); j!=qualifiers.end(); ++j)
+ if(j->name=="constant_id")
+ {
+ j->value = id;
+ break;
+ }
+
+ used_ids.insert(id);
+ }
}
void ConstantIdAssigner::visit(VariableDeclaration &var)
if(i->name=="constant_id" && i->has_value)
{
if(i->value==-1)
- i->value = hash32(var.name)&0x7FFFFFFF;
+ auto_constants.push_back(&var);
+ else
+ used_ids.insert(i->value);
break;
}
}