[Mesa-dev] [PATCH 4/7] glsl: set image access qualifiers for AoA
Francisco Jerez
currojerez at riseup.net
Wed Oct 21 03:06:15 PDT 2015
Timothy Arceri <t_arceri at yahoo.com.au> writes:
> 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.
>
Depends when you want them reviewed, doesn't seem like the kind of thing
I could convince myself is correct during a break. I'm unlikely to have
time to review it this week. I might next week but I cannot give you
any guarantees. If that's not acceptable for you feel free to look for
someone else to review them.
> 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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