[Mesa-dev] [PATCH 09/20] glsl: add support for initialising sampler AoA
Tapani Pälli
tapani.palli at intel.com
Tue Aug 4 04:54:14 PDT 2015
Hi;
I've tried to understand more about AoA to review the linker changes.
Now I'm testing your patches (and taking currently closer look at 9/20).
Overall it looks fine, calling itself recursively for each array level.
However, with fs-initializer-const-index.shader_test it seems to set
bindings to 4 samplers (0,1,2,3). This is true also for
fs-initializer-non-const-index.shader_test. I don't understand why this
happens as const test has array like this:
layout(binding = 0) uniform sampler2D tex[2][2][2];
and non-const:
layout(binding = 0) uniform sampler2D tex[2][2];
Shouldn't first case set bindings to more samplers, am I missing something?
On 07/29/2015 04:56 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();
>
>
More information about the mesa-dev
mailing list