[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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