[Mesa-dev] [PATCH 05/25] glsl: add support for initialising sampler AoA

Timothy Arceri t_arceri at yahoo.com.au
Fri Aug 21 00:03:14 PDT 2015


On Thu, 2015-08-20 at 10:41 -0700, Ian Romanick wrote:
> This patch is
> 
> Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>

I've just rebased this [1] on the changes curro pushed yesterday can I still
add your r-b to this.

[1] https://github.com/tarceri/Mesa_arrays_of_arrays/commit/93cfad2b93045aa21a
fa4c55c9fe0aadabd0d5b3

> 
> On 08/19/2015 09:37 PM, Timothy Arceri wrote:
> > ---
> >  src/glsl/link_uniform_initializers.cpp | 68 ++++++++++++++++++++---------
> > -----
> >  1 file changed, 41 insertions(+), 27 deletions(-)
> > 
> > diff --git a/src/glsl/link_uniform_initializers.cpp 
> > b/src/glsl/link_uniform_initializers.cpp
> > index 0cc79d9..d6a6ab7 100644
> > --- a/src/glsl/link_uniform_initializers.cpp
> > +++ b/src/glsl/link_uniform_initializers.cpp
> > @@ -101,42 +101,54 @@ copy_constant_to_storage(union gl_constant_value 
> > *storage,
> >  }
> >  
> >  void
> > -set_sampler_binding(gl_shader_program *prog, const char *name, int 
> > binding)
> > +set_sampler_binding(void *mem_ctx, gl_shader_program *prog,
> > +                    const glsl_type *type, const char *name, int 
> > *binding)
> >  {
> > -   struct gl_uniform_storage *const storage =
> > -      get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
> >  
> > -   if (storage == NULL) {
> > -      assert(storage != NULL);
> > -      return;
> > -   }
> > +   if (type->is_array() && type->fields.array->is_array()) {
> > +      const glsl_type *const element_type = type->fields.array;
> >  
> > -   const unsigned elements = MAX2(storage->array_elements, 1);
> > +      for (unsigned int i = 0; i < type->length; i++) {
> > +	 const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", 
> > name, i);
> >  
> > -   /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 
> > spec
> > -    * says:
> > -    *
> > -    *     "If the binding identifier is used with an array, the first 
> > element
> > -    *     of the array takes the specified unit and each subsequent 
> > element
> > -    *     takes the next consecutive unit."
> > -    */
> > -   for (unsigned int i = 0; i < elements; i++) {
> > -      storage->storage[i].i = binding + i;
> > -   }
> > +	 set_sampler_binding(mem_ctx, prog, element_type,
> > +                             element_name, binding);
> > +      }
> > +   } else {
> > +      struct gl_uniform_storage *const storage =
> > +         get_storage(prog->UniformStorage, prog->NumUniformStorage, 
> > name);
> >  
> > -   for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
> > -      gl_shader *shader = prog->_LinkedShaders[sh];
> > +      if (storage == NULL) {
> > +         assert(storage != NULL);
> > +         return;
> > +      }
> > +
> > +      const unsigned elements = MAX2(storage->array_elements, 1);
> > +
> > +      /* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 
> > 4.20 spec
> > +       * says:
> > +       *
> > +       *     "If the binding identifier is used with an array, the first 
> > element
> > +       *     of the array takes the specified unit and each subsequent 
> > element
> > +       *     takes the next consecutive unit."
> > +       */
> > +      for (unsigned int i = 0; i < elements; i++) {
> > +         storage->storage[i].i = (*binding)++;
> > +      }
> >  
> > -      if (shader && storage->sampler[sh].active) {
> > -         for (unsigned i = 0; i < elements; i++) {
> > -            unsigned index = storage->sampler[sh].index + i;
> > +      for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
> > +        gl_shader *shader = prog->_LinkedShaders[sh];
> >  
> > -            shader->SamplerUnits[index] = storage->storage[i].i;
> > +         if (shader && storage->sampler[sh].active) {
> > +            for (unsigned i = 0; i < elements; i++) {
> > +               unsigned index = storage->sampler[sh].index + i;
> > +
> > +               shader->SamplerUnits[index] = storage->storage[i].i;
> > +            }
> >           }
> >        }
> > +      storage->initialized = true;
> >     }
> > -
> > -   storage->initialized = true;
> >  }
> >  
> >  void
> > @@ -270,7 +282,9 @@ link_set_uniform_initializers(struct gl_shader_program 
> > *prog,
> >              const glsl_type *const type = var->type;
> >  
> >              if (type->without_array()->is_sampler()) {
> > -               linker::set_sampler_binding(prog, var->name, var
> > ->data.binding);
> > +               int binding = var->data.binding;
> > +               linker::set_sampler_binding(mem_ctx, prog, var->type,
> > +                                           var->name, &binding);
> >              } else if (var->is_in_buffer_block()) {
> >                 const glsl_type *const iface_type = var
> > ->get_interface_type();
> >  
> > 
> 


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