Mesa (master): glsl: store uniform slot id in var location field
Timothy Arceri
tarceri at kemper.freedesktop.org
Thu Sep 17 01:28:44 UTC 2015
Module: Mesa
Branch: master
Commit: dcd9cd03837545055ce2a315e7e8840cc3254d1a
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=dcd9cd03837545055ce2a315e7e8840cc3254d1a
Author: Timothy Arceri <t_arceri at yahoo.com.au>
Date: Sun Aug 30 12:50:34 2015 +1000
glsl: store uniform slot id in var location field
This will allow us to access the uniform later on without resorting to
building a name string and looking it up in UniformHash.
V3: remove line wrap change from this patch
V2: store slot number for all non-UBO uniforms to make code more
consitent, renamed explicit_binding to explicit_location and added
comment about what it does. Store the location at every shader stage.
Updated data.location comments in ir/nir.h.
Reviewed-by: Jason Ekstrand <jason.ekstrand at intel.com>
---
src/glsl/ir.h | 2 ++
src/glsl/link_uniforms.cpp | 24 +++++++++++++++++++++---
src/glsl/nir/nir.h | 1 +
3 files changed, 24 insertions(+), 3 deletions(-)
diff --git a/src/glsl/ir.h b/src/glsl/ir.h
index f9ddf74..cf1954b 100644
--- a/src/glsl/ir.h
+++ b/src/glsl/ir.h
@@ -819,6 +819,8 @@ public:
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: explicit location until linking then reused to
+ * store uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 6d277fa..879c488 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -527,7 +527,13 @@ public:
var->get_interface_type()->name);
else
process(var);
- } else
+ } else {
+ /* Store any explicit location and reset data location so we can
+ * reuse this variable for storing the uniform slot number.
+ */
+ this->explicit_location = current_var->data.location;
+ current_var->data.location = -1;
+
process(var);
}
delete this->record_next_sampler;
@@ -710,6 +716,13 @@ private:
handle_images(base_type, &this->uniforms[id]);
handle_subroutines(base_type, &this->uniforms[id]);
+ /* For array of arrays or struct arrays the base location may have
+ * already been set so dont set it again.
+ */
+ if (ubo_block_index == -1 && current_var->data.location == -1) {
+ current_var->data.location = id;
+ }
+
/* If there is already storage associated with this uniform or if the
* uniform is set as builtin, it means that it was set while processing
* an earlier shader stage. For example, we may be processing the
@@ -726,10 +739,10 @@ private:
if (record_type != NULL) {
const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
this->uniforms[id].remap_location =
- current_var->data.location + field_counter;
+ this->explicit_location + field_counter;
field_counter += entries;
} else {
- this->uniforms[id].remap_location = current_var->data.location;
+ this->uniforms[id].remap_location = this->explicit_location;
}
} else {
/* Initialize to to indicate that no location is set */
@@ -795,6 +808,11 @@ private:
unsigned next_image;
unsigned next_subroutine;
+ /* Used to store the explicit location from current_var so that we can
+ * reuse the location field for storing the uniform slot id.
+ */
+ int explicit_location;
+
/* Stores total struct array elements including nested structs */
unsigned record_array_count;
diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
index fffb2f4..3a19bd3 100644
--- a/src/glsl/nir/nir.h
+++ b/src/glsl/nir/nir.h
@@ -278,6 +278,7 @@ typedef struct {
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
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