[Mesa-dev] [PATCH 4/7] glsl: set image access qualifiers for AoA
Francisco Jerez
currojerez at riseup.net
Fri Oct 30 05:49:09 PDT 2015
Timothy Arceri <t_arceri at yahoo.com.au> writes:
> Cc: Francisco Jerez <currojerez at riseup.net>
> ---
> 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);
> + }
> + }
> + }
> +
Sorry for the delay -- This patch is:
Reviewed-by: Francisco Jerez <currojerez at riseup.net>
> link_set_uniform_initializers(prog, boolean_true);
>
> return;
> --
> 2.4.3
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