[Mesa-dev] [PATCH 5/7] linker: Set block bindings based on UniformBlocks rather than UniformStorage
Ian Romanick
idr at freedesktop.org
Fri Apr 4 14:01:44 PDT 2014
From: Ian Romanick <ian.d.romanick at intel.com>
For blocks, gl_shader_program::UniformStorage isn't very useful. The
names stored there are the names of the elements of the block, so
finding blocks with an instance name is hard. There is also only one
entry in ::UniformStorage for each element of a block array, and that is
a deal breaker.
Using ::UniformBlocks is what _mesa_GetUniformBlockIndex does. I
contemplated sharing code between set_block_binding and
_mesa_GetUniformBlockIndex, but building the stand-alone compiler and
the unit tests make this hard. I plan to return to this effort shortly.
Signed-off-by: Ian Romanick <ian.d.romanick at intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Cc: "10.1" <mesa-stable at lists.freedesktop.org>
Cc: github at socker.lepus.uberspace.de
---
src/glsl/link_uniform_initializers.cpp | 32 +++++++++++++++++++++-----------
1 file changed, 21 insertions(+), 11 deletions(-)
diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
index c633850..491eb69 100644
--- a/src/glsl/link_uniform_initializers.cpp
+++ b/src/glsl/link_uniform_initializers.cpp
@@ -46,6 +46,18 @@ get_storage(gl_uniform_storage *storage, unsigned num_storage,
return NULL;
}
+static unsigned
+get_uniform_block_index(const gl_shader_program *shProg,
+ const char *uniformBlockName)
+{
+ for (unsigned i = 0; i < shProg->NumUniformBlocks; i++) {
+ if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName))
+ return i;
+ }
+
+ return GL_INVALID_INDEX;
+}
+
void
copy_constant_to_storage(union gl_constant_value *storage,
const ir_constant *val,
@@ -123,29 +135,24 @@ set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
}
void
-set_block_binding(gl_shader_program *prog, const char *name, int binding)
+set_block_binding(gl_shader_program *prog, const char *block_name, int binding)
{
- struct gl_uniform_storage *const storage =
- get_storage(prog->UniformStorage, prog->NumUserUniformStorage, name);
+ const unsigned block_index = get_uniform_block_index(prog, block_name);
- if (storage == NULL) {
- assert(storage != NULL);
+ if (block_index == GL_INVALID_INDEX) {
+ assert(block_index != GL_INVALID_INDEX);
return;
}
- if (storage->block_index != -1) {
/* This is a field of a UBO. val is the binding index. */
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
- int stage_index = prog->UniformBlockStageIndex[i][storage->block_index];
+ int stage_index = prog->UniformBlockStageIndex[i][block_index];
if (stage_index != -1) {
struct gl_shader *sh = prog->_LinkedShaders[i];
sh->UniformBlocks[stage_index].Binding = binding;
}
}
- }
-
- storage->initialized = true;
}
void
@@ -253,7 +260,10 @@ link_set_uniform_initializers(struct gl_shader_program *prog)
|| (type->is_array() && type->fields.array->is_sampler())) {
linker::set_sampler_binding(prog, var->name, var->data.binding);
} else if (var->is_in_uniform_block()) {
- linker::set_block_binding(prog, var->name, var->data.binding);
+ const glsl_type *const iface_type = var->get_interface_type();
+
+ linker::set_block_binding(prog, iface_type->name,
+ var->data.binding);
} else {
assert(!"Explicit binding not on a sampler or UBO.");
}
--
1.8.1.4
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