[Mesa-dev] [PATCH 05/25] glsl: add support for initialising sampler AoA
Timothy Arceri
t_arceri at yahoo.com.au
Fri Aug 21 00:03:14 PDT 2015
On Thu, 2015-08-20 at 10:41 -0700, Ian Romanick wrote:
> This patch is
>
> Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
I've just rebased this [1] on the changes curro pushed yesterday can I still
add your r-b to this.
[1] https://github.com/tarceri/Mesa_arrays_of_arrays/commit/93cfad2b93045aa21a
fa4c55c9fe0aadabd0d5b3
>
> On 08/19/2015 09:37 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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