[Mesa-dev] [PATCH V6 01/27] glsl: Add support for linking uniform arrays of arrays
Ian Romanick
idr at freedesktop.org
Tue Oct 6 11:26:24 PDT 2015
On 09/28/2015 07:42 PM, Timothy Arceri wrote:
> V3: Fix setting of data.location for struct AoA UBO members
>
> V2: Handle arrays of arrays in the same way structures are handled
>
> The ARB_arrays_of_arrays spec doesn't give very many details on how
> AoA uniforms are intended to be implemented. However in the
> ARB_program_interface_query spec there are details that show AoA are
> intended to be handled in a similar way to structs.
>
> Issues 7 from the ARB_program_interface_query spec:
>
> We define rules consistent with our enumeration rules for
> other complex types. For existing one-dimensional arrays, we enumerate
> a single entry if the array is an array of basic types, or separate
> entries for each array element if the array is an array of structures.
> We follow similar rules here. For a uniform array such as:
>
> uniform vec4 a[5][4][3];
>
> we enumerate twenty different entries ("a[0][0][0]" through
> "a[4][3][0]"), each of which is treated as an array with three elements.
> This is morally equivalent to what you'd get if you worked around the
> limitation in current GLSL via:
>
> struct ArrayBottom { vec4 c[3]; };
> struct ArrayMid { ArrayBottom b[3]; };
> uniform ArrayMid a[5];
>
> which would enumerate "a[0].b[0].c[0]" through "a[4].b[3].c[0]".
>
> Reviewed-by: Samuel Iglesias Gonsálvez <siglesias at igalia.com>
> ---
> src/glsl/link_uniform_initializers.cpp | 4 +++-
> src/glsl/link_uniforms.cpp | 16 +++++++++++-----
> 2 files changed, 14 insertions(+), 6 deletions(-)
>
> diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
> index 05000fc..f64ba1b 100644
> --- a/src/glsl/link_uniform_initializers.cpp
> +++ b/src/glsl/link_uniform_initializers.cpp
> @@ -179,6 +179,7 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
> const char *name, const glsl_type *type,
> ir_constant *val, unsigned int boolean_true)
> {
> + const glsl_type *t_without_array = type->without_array();
> if (type->is_record()) {
> ir_constant *field_constant;
>
> @@ -193,7 +194,8 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
> field_constant = (ir_constant *)field_constant->next;
> }
> return;
> - } else if (type->is_array() && type->fields.array->is_record()) {
> + } else if (t_without_array->is_record() ||
> + (type->is_array() && type->fields.array->is_array())) {
I think a good follow-up patch would be to add an is_array_of_array
predicate that encapsulates this check... I'm not going to make you do a
v7 just for that. :)
This patch is
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
> const glsl_type *const element_type = type->fields.array;
>
> for (unsigned int i = 0; i < type->length; i++) {
> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> index 94d7287..f3508a3 100644
> --- a/src/glsl/link_uniforms.cpp
> +++ b/src/glsl/link_uniforms.cpp
> @@ -149,7 +149,8 @@ program_resource_visitor::process(ir_variable *var)
> recursion(var->type, &name, strlen(name), row_major, NULL, packing,
> false, record_array_count);
> ralloc_free(name);
> - } else if (t->without_array()->is_record()) {
> + } else if (t_without_array->is_record() ||
> + (t->is_array() && t->fields.array->is_array())) {
> char *name = ralloc_strdup(NULL, var->name);
> recursion(var->type, &name, strlen(name), row_major, NULL, packing,
> false, record_array_count);
> @@ -231,7 +232,8 @@ program_resource_visitor::recursion(const glsl_type *t, char **name,
> this->leave_record(t, *name, row_major, packing);
> }
> } else if (t->without_array()->is_record() ||
> - t->without_array()->is_interface()) {
> + t->without_array()->is_interface() ||
> + (t->is_array() && t->fields.array->is_array())) {
> if (record_type == NULL && t->fields.array->is_record())
> record_type = t->fields.array;
>
> @@ -387,6 +389,7 @@ private:
> {
> assert(!type->without_array()->is_record());
> assert(!type->without_array()->is_interface());
> + assert(!(type->is_array() && type->fields.array->is_array()));
>
> (void) row_major;
>
> @@ -721,6 +724,7 @@ private:
> {
> assert(!type->without_array()->is_record());
> assert(!type->without_array()->is_interface());
> + assert(!(type->is_array() && type->fields.array->is_array()));
>
> unsigned id;
> bool found = this->map->get(id, name);
> @@ -809,10 +813,11 @@ private:
> if (type->is_array()) {
> if (packing == GLSL_INTERFACE_PACKING_STD430)
> this->uniforms[id].array_stride =
> - type->fields.array->std430_array_stride(row_major);
> + type->without_array()->std430_array_stride(row_major);
> else
> this->uniforms[id].array_stride =
> - glsl_align(type->fields.array->std140_size(row_major), 16);
> + glsl_align(type->without_array()->std140_size(row_major),
> + 16);
> } else {
> this->uniforms[id].array_stride = 0;
> }
> @@ -970,7 +975,8 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
>
> if (var->type->is_record()) {
> sentinel = '.';
> - } else if (var->type->without_array()->is_record()) {
> + } else if (var->type->is_array() && (var->type->fields.array->is_array()
> + || var->type->without_array()->is_record())) {
> sentinel = '[';
> }
>
>
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