[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();
>
>


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