[Mesa-dev] [PATCH 09/25] glsl: Add support for image binding qualifiers.
Francisco Jerez
currojerez at riseup.net
Wed Aug 19 03:52:44 PDT 2015
Timothy Arceri <t_arceri at yahoo.com.au> writes:
> 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>
>
| --- a/src/glsl/link_uniform_initializers.cpp
| +++ b/src/glsl/link_uniform_initializers.cpp
| @@ -100,6 +100,11 @@ copy_constant_to_storage(union gl_constant_value *storage,
| }
| }
|
| +/**
| + * Initialize an opaque uniform from the value of an explicit binding
| + * qualifier specified in the shader. Atomic counters are different because
| + * they have no storage and should be handled elsewhere.
| + */
| void
| set_opaque_binding(gl_shader_program *prog, const char *name, int binding)
| {
Does that look okay for you?
Thanks.
>
>> {
>> 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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