[Mesa-dev] [PATCH 4/7] glsl: set image access qualifiers for AoA

Timothy Arceri t_arceri at yahoo.com.au
Tue Oct 20 21:12:13 PDT 2015


On Fri, 2015-10-16 at 10:28 +1100, Timothy Arceri wrote:
> Cc: Francisco Jerez <currojerez at riseup.net>

Hi Curro,

Just pinging you on this patch and patch 5. These are the final two
patches remaining unreviewed before I can enable arrays of arrays.

If your not able to review these can you let me know so I can chase
this upvwith someone else as I'd like to enable this as soon as
possible to limit breakage.

Thanks,
Tim


> ---
>  src/glsl/link_uniforms.cpp | 77 +++++++++++++++++++++++++++++-------
> ----------
>  1 file changed, 49 insertions(+), 28 deletions(-)
> 
> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> index 647aa2b..2a1da07 100644
> --- a/src/glsl/link_uniforms.cpp
> +++ b/src/glsl/link_uniforms.cpp
> @@ -1008,38 +1008,37 @@ link_update_uniform_buffer_variables(struct
> gl_shader *shader)
>     }
>  }
>  
> -/**
> - * Scan the program for image uniforms and store image unit access
> - * information into the gl_shader data structure.
> - */
>  static void
> -link_set_image_access_qualifiers(struct gl_shader_program *prog)
> +link_set_image_access_qualifiers(struct gl_shader_program *prog,
> +                                 gl_shader *sh, unsigned
> shader_stage,
> +                                 ir_variable *var, const glsl_type
> *type,
> +                                 char **name, size_t name_length)
>  {
> -   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> -      gl_shader *sh = prog->_LinkedShaders[i];
> -
> -      if (sh == NULL)
> -	 continue;
> +   /* Handle arrays of arrays */
> +   if (type->is_array() && type->fields.array->is_array()) {
> +      for (unsigned i = 0; i < type->length; i++) {
> +	 size_t new_length = name_length;
>  
> -      foreach_in_list(ir_instruction, node, sh->ir) {
> -	 ir_variable *var = node->as_variable();
> +	 /* Append the subscript to the current variable name */
> +	 ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
>  
> -         if (var && var->data.mode == ir_var_uniform &&
> -             var->type->contains_image()) {
> -            unsigned id = 0;
> -            bool found = prog->UniformHash->get(id, var->name);
> -            assert(found);
> -            (void) found;
> -            const gl_uniform_storage *storage = &prog
> ->UniformStorage[id];
> -            const unsigned index = storage->opaque[i].index;
> -            const GLenum access = (var->data.image_read_only ?
> GL_READ_ONLY :
> -                                   var->data.image_write_only ?
> GL_WRITE_ONLY :
> -                                   GL_READ_WRITE);
> -
> -            for (unsigned j = 0; j < MAX2(1, storage
> ->array_elements); ++j)
> -               sh->ImageAccess[index + j] = access;
> -         }
> +         link_set_image_access_qualifiers(prog, sh, shader_stage,
> var,
> +                                          type->fields.array, name,
> +                                          new_length);
>        }
> +   } else {
> +      unsigned id = 0;
> +      bool found = prog->UniformHash->get(id, *name);
> +      assert(found);
> +      (void) found;
> +      const gl_uniform_storage *storage = &prog->UniformStorage[id];
> +      const unsigned index = storage->opaque[shader_stage].index;
> +      const GLenum access = (var->data.image_read_only ?
> GL_READ_ONLY :
> +                             var->data.image_write_only ?
> GL_WRITE_ONLY :
> +                             GL_READ_WRITE);
> +
> +      for (unsigned j = 0; j < MAX2(1, storage->array_elements);
> ++j)
> +         sh->ImageAccess[index + j] = access;
>     }
>  }
>  
> @@ -1300,7 +1299,29 @@ link_assign_uniform_locations(struct
> gl_shader_program *prog,
>     prog->NumHiddenUniforms = hidden_uniforms;
>     prog->UniformStorage = uniforms;
>  
> -   link_set_image_access_qualifiers(prog);
> +   /**
> +    * Scan the program for image uniforms and store image unit
> access
> +    * information into the gl_shader data structure.
> +    */
> +   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
> +      gl_shader *sh = prog->_LinkedShaders[i];
> +
> +      if (sh == NULL)
> +	 continue;
> +
> +      foreach_in_list(ir_instruction, node, sh->ir) {
> +	 ir_variable *var = node->as_variable();
> +
> +         if (var && var->data.mode == ir_var_uniform &&
> +             var->type->contains_image()) {
> +            char *name_copy = ralloc_strdup(NULL, var->name);
> +            link_set_image_access_qualifiers(prog, sh, i, var, var
> ->type,
> +                                             &name_copy, strlen(var
> ->name));
> +            ralloc_free(name_copy);
> +         }
> +      }
> +   }
> +
>     link_set_uniform_initializers(prog, boolean_true);
>  
>     return;


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