[Mesa-dev] [PATCH 20/23] glsl/linker: Count and check image resources.
Paul Berry
stereotype441 at gmail.com
Wed Dec 11 13:58:08 PST 2013
On 26 November 2013 00:02, Francisco Jerez <currojerez at riseup.net> wrote:
> ---
> src/glsl/link_uniforms.cpp | 13 +++++++++++-
> src/glsl/linker.cpp | 50
> ++++++++++++++++++++++++++++++++++++++++++++++
> 2 files changed, 62 insertions(+), 1 deletion(-)
>
> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> index 0a15739..c75a38c 100644
> --- a/src/glsl/link_uniforms.cpp
> +++ b/src/glsl/link_uniforms.cpp
> @@ -240,7 +240,8 @@ class count_uniform_size : public
> program_resource_visitor {
> public:
> count_uniform_size(struct string_to_uint_map *map)
> : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
> - num_shader_uniform_components(0), is_ubo_var(false), map(map)
> + num_shader_images(0), num_shader_uniform_components(0),
> + is_ubo_var(false), map(map)
> {
> /* empty */
> }
> @@ -248,6 +249,7 @@ public:
> void start_shader()
> {
> this->num_shader_samplers = 0;
> + this->num_shader_images = 0;
> this->num_shader_uniform_components = 0;
> }
>
> @@ -277,6 +279,11 @@ public:
> unsigned num_shader_samplers;
>
> /**
> + * Number of images used
> + */
> + unsigned num_shader_images;
> +
> + /**
> * Number of uniforms used in the current shader
> */
> unsigned num_shader_uniform_components;
> @@ -303,6 +310,9 @@ private:
> if (type->contains_sampler()) {
> this->num_shader_samplers +=
> type->is_array() ? type->array_size() : 1;
> + } else if (type->contains_image()) {
> + this->num_shader_images += values;
> + this->num_shader_uniform_components += values;
>
How come images contribute to num_shader_uniform_components but samplers
don't? There should be a comment explaining this difference.
> } else {
> /* Accumulate the total number of uniform slots used by this
> shader.
> * Note that samplers do not count against this limit because they
> @@ -782,6 +792,7 @@ link_assign_uniform_locations(struct gl_shader_program
> *prog)
> }
>
> sh->num_samplers = uniform_size.num_shader_samplers;
> + sh->NumImages = uniform_size.num_shader_images;
> sh->num_uniform_components =
> uniform_size.num_shader_uniform_components;
>
> sh->num_combined_uniform_components = sh->num_uniform_components;
> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
> index fac186a..86a0cae 100644
> --- a/src/glsl/linker.cpp
> +++ b/src/glsl/linker.cpp
> @@ -1980,6 +1980,55 @@ check_resources(struct gl_context *ctx, struct
> gl_shader_program *prog)
> }
> }
>
> +/**
> + * Validate shader image resources.
> + */
> +static void
> +check_image_resources(struct gl_context *ctx, struct gl_shader_program
> *prog)
> +{
> + STATIC_ASSERT(MESA_SHADER_TYPES == 3);
> + static const char *const shader_names[MESA_SHADER_TYPES] = {
> + "vertex", "geometry", "fragment"
> + };
>
Use _mesa_glsl_shader_target_name() instead of hardcoding this array.
> + const unsigned max_images[MESA_SHADER_TYPES] = {
> + ctx->Const.VertexProgram.MaxImageUniforms,
> + ctx->Const.GeometryProgram.MaxImageUniforms,
> + ctx->Const.FragmentProgram.MaxImageUniforms
> + };
>
Rather than doing STATIC_ASSERT(MESA_SHADER_TYPES == 3), I think this would
be slightly cleaner, since it will be more obvious what needs fixing if the
assertion ever fires:
const unsigned max_images[] = {
ctx->Const.VertexProgram.MaxImageUniforms,
ctx->Const.GeometryProgram.MaxImageUniforms,
ctx->Const.FragmentProgram.MaxImageUniforms
};
STATIC_ASSERT(Elements(max_images) == MESA_SHADER_TYPES);
With those changes, the patch is:
Reviewed-by: Paul Berry <stereotype441 at gmail.com>
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <http://lists.freedesktop.org/archives/mesa-dev/attachments/20131211/c7d58aa4/attachment.html>
More information about the mesa-dev
mailing list