[Mesa-dev] [PATCH V6 02/27] glsl: add support for initialising sampler AoA
Ian Romanick
idr at freedesktop.org
Tue Oct 6 11:40:25 PDT 2015
This patch is
Reviewed-by: Ian Romanick <ian.d.romanick at intel.com>
On 09/28/2015 07:42 PM, Timothy Arceri wrote:
> ---
> src/glsl/link_uniform_initializers.cpp | 83 ++++++++++++++++++++--------------
> 1 file changed, 49 insertions(+), 34 deletions(-)
>
> diff --git a/src/glsl/link_uniform_initializers.cpp b/src/glsl/link_uniform_initializers.cpp
> index f64ba1b..ce1f15c 100644
> --- a/src/glsl/link_uniform_initializers.cpp
> +++ b/src/glsl/link_uniform_initializers.cpp
> @@ -106,51 +106,64 @@ copy_constant_to_storage(union gl_constant_value *storage,
> * they have no storage and should be handled elsewhere.
> */
> void
> -set_opaque_binding(gl_shader_program *prog, const char *name, int binding)
> +set_opaque_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_opaque_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;
> + }
>
> - 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;
> - }
> + 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)++;
> + }
> +
> + for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
> + gl_shader *shader = prog->_LinkedShaders[sh];
>
> - } else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
> + 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;
> + }
> +
> + } 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;
> + for (unsigned i = 0; i < elements; i++) {
> + const unsigned index = storage->image[sh].index + i;
> + shader->ImageUnits[index] = storage->storage[i].i;
> + }
> }
> }
> }
> - }
>
> - storage->initialized = true;
> + storage->initialized = true;
> + }
> }
>
> void
> @@ -285,7 +298,9 @@ link_set_uniform_initializers(struct gl_shader_program *prog,
>
> if (type->without_array()->is_sampler() ||
> type->without_array()->is_image()) {
> - linker::set_opaque_binding(prog, var->name, var->data.binding);
> + int binding = var->data.binding;
> + linker::set_opaque_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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