Mesa (master): glsl: don't write uniform storage offset if there isn't one

Timothy Arceri tarceri at kemper.freedesktop.org
Thu Aug 24 01:22:16 UTC 2017


Module: Mesa
Branch: master
Commit: 22154823d21f17a5fdff7b1fe3c92b61f5389d88
URL:    http://cgit.freedesktop.org/mesa/mesa/commit/?id=22154823d21f17a5fdff7b1fe3c92b61f5389d88

Author: Timothy Arceri <tarceri at itsqueeze.com>
Date:   Fri Aug 11 14:22:07 2017 +1000

glsl: don't write uniform storage offset if there isn't one

This is so we always create reproducible cache entries. Consistency
is required for verification of any third party distributed shaders.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>

---

 src/compiler/glsl/shader_cache.cpp | 13 ++++++++++---
 1 file changed, 10 insertions(+), 3 deletions(-)

diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 2fbab86d30..26be9e1f88 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -618,8 +618,6 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
       encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
       blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
       blob_write_string(metadata, prog->data->UniformStorage[i].name);
-      blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
-                                  prog->data->UniformDataSlots);
       blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
       blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
       blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
@@ -638,6 +636,12 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
                         prog->data->UniformStorage[i].top_level_array_size);
       blob_write_uint32(metadata,
                         prog->data->UniformStorage[i].top_level_array_stride);
+
+     if (has_uniform_storage(prog, i)) {
+         blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
+                                     prog->data->UniformDataSlots);
+      }
+
       blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
                        sizeof(prog->data->UniformStorage[i].opaque));
    }
@@ -683,7 +687,6 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
       uniforms[i].type = decode_type_from_blob(metadata);
       uniforms[i].array_elements = blob_read_uint32(metadata);
       uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
-      uniforms[i].storage = data + blob_read_uint32(metadata);
       uniforms[i].builtin = blob_read_uint32(metadata);
       uniforms[i].remap_location = blob_read_uint32(metadata);
       uniforms[i].block_index = blob_read_uint32(metadata);
@@ -701,6 +704,10 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
       uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
       prog->UniformHash->put(i, uniforms[i].name);
 
+      if (has_uniform_storage(prog, i)) {
+         uniforms[i].storage = data + blob_read_uint32(metadata);
+      }
+
       memcpy(uniforms[i].opaque,
              blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
              sizeof(uniforms[i].opaque));




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