[Mesa-dev] [PATCH 09/25] glsl: Add support for image binding qualifiers.
Timothy Arceri
t_arceri at yahoo.com.au
Tue Aug 18 17:23:35 PDT 2015
On Mon, 2015-08-17 at 19:45 +0300, Francisco Jerez wrote:
> Support for binding an image to an image unit explicitly in the shader
> source is required by both GLSL 4.2 and GLSL ES 3.1, but not by the
> original ARB_shader_image_load_store extension.
> ---
> src/glsl/ast_to_hir.cpp | 12 +++++++++++-
> src/glsl/link_uniform_initializers.cpp | 24 +++++++++++++++++-------
> 2 files changed, 28 insertions(+), 8 deletions(-)
>
> diff --git a/src/glsl/ast_to_hir.cpp b/src/glsl/ast_to_hir.cpp
> index 06cd6a5..0bf7a1f 100644
> --- a/src/glsl/ast_to_hir.cpp
> +++ b/src/glsl/ast_to_hir.cpp
> @@ -2181,10 +2181,20 @@ validate_binding_qualifier(struct
> _mesa_glsl_parse_state *state,
>
> return false;
> }
> + } else if (state->is_version(420, 310) &&
> + var->type->without_array()->is_image()) {
> + assert(ctx->Const.MaxImageUnits <= MAX_IMAGE_UNITS);
> + if (max_index >= ctx->Const.MaxImageUnits) {
> + _mesa_glsl_error(loc, state, "Image binding %d exceeds the "
> + " maximum number of image units (%d)", max_index,
> + ctx->Const.MaxImageUnits);
> + return false;
> + }
> +
> } else {
> _mesa_glsl_error(loc, state,
> "the \"binding\" qualifier only applies to uniform "
> - "blocks, samplers, atomic counters, or arrays
> thereof");
> + "blocks, opaque variables, or arrays thereof");
> return false;
> }
>
> diff --git a/src/glsl/link_uniform_initializers.cpp
> b/src/glsl/link_uniform_initializers.cpp
> index d61ae91..7c6269b 100644
> --- a/src/glsl/link_uniform_initializers.cpp
> +++ b/src/glsl/link_uniform_initializers.cpp
> @@ -101,7 +101,7 @@ copy_constant_to_storage(union gl_constant_value
> *storage,
> }
>
> void
> -set_sampler_binding(gl_shader_program *prog, const char *name, int binding)
> +set_opaque_binding(gl_shader_program *prog, const char *name, int binding)
I guess you could add a comment the atomics are handled elsewhere but not a
big deal.
Reviewed-by: Timothy Arceri <t_arceri at yahoo.com.au>
> {
> struct gl_uniform_storage *const storage =
> get_storage(prog->UniformStorage, prog->NumUniformStorage, name);
> @@ -127,11 +127,20 @@ set_sampler_binding(gl_shader_program *prog, const
> char *name, int binding)
> for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
> gl_shader *shader = prog->_LinkedShaders[sh];
>
> - if (shader && storage->sampler[sh].active) {
> - for (unsigned i = 0; i < elements; i++) {
> - unsigned index = storage->sampler[sh].index + i;
> + if (shader) {
> + if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
> + storage->sampler[sh].active) {
> + for (unsigned i = 0; i < elements; i++) {
> + const unsigned index = storage->sampler[sh].index + i;
> + shader->SamplerUnits[index] = storage->storage[i].i;
> + }
>
> - shader->SamplerUnits[index] = storage->storage[i].i;
> + } else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
> + storage->image[sh].active) {
> + for (unsigned i = 0; i < elements; i++) {
> + const unsigned index = storage->image[sh].index + i;
> + shader->ImageUnits[index] = storage->storage[i].i;
> + }
> }
> }
> }
> @@ -267,8 +276,9 @@ link_set_uniform_initializers(struct gl_shader_program
> *prog,
> if (var->data.explicit_binding) {
> const glsl_type *const type = var->type;
>
> - if (type->without_array()->is_sampler()) {
> - linker::set_sampler_binding(prog, var->name, var
> ->data.binding);
> + if (type->without_array()->is_sampler() ||
> + type->without_array()->is_image()) {
> + linker::set_opaque_binding(prog, var->name, var
> ->data.binding);
> } else if (var->is_in_buffer_block()) {
> const glsl_type *const iface_type = var
> ->get_interface_type();
>
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