[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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