[Mesa-dev] [PATCH 09/25] glsl: Add support for image binding qualifiers.
Timothy Arceri
t_arceri at yahoo.com.au
Wed Aug 19 14:26:15 PDT 2015
On Wed, 2015-08-19 at 13:52 +0300, Francisco Jerez wrote:
> 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?
Looks good to me, thanks.
>
> 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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