[Mesa-dev] [PATCH V3 3/6] glsl: store uniform slot id in var location field
Timothy Arceri
t_arceri at yahoo.com.au
Tue Sep 1 19:44:35 PDT 2015
This will allow us to access the uniform later on without resorting to
building a name string and looking it up in UniformHash.
V2: store slot number for all non-UBO uniforms to make code more
consitent, renamed explicit_binding to explicit_location and added
comment about what it does. Store the location at every shader stage.
Updated data.location comments in ir/nir.h.
---
src/glsl/ir.h | 2 ++
src/glsl/link_uniforms.cpp | 27 +++++++++++++++++++++++----
src/glsl/nir/nir.h | 1 +
3 files changed, 26 insertions(+), 4 deletions(-)
diff --git a/src/glsl/ir.h b/src/glsl/ir.h
index ede8caa..d06abaf 100644
--- a/src/glsl/ir.h
+++ b/src/glsl/ir.h
@@ -819,6 +819,8 @@ public:
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: explicit binding until linking then reused to
+ * store uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index da8f2f7..f68ea9d 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -528,7 +528,13 @@ public:
var->get_interface_type()->name);
else
process(var);
- } else
+ } else {
+ /* Store any explicit location and reset data location so we can
+ * reuse this variable for storing the uniform slot number.
+ */
+ this->explicit_location = current_var->data.location;
+ current_var->data.location = -1;
+
process(var);
}
delete this->record_next_sampler;
@@ -706,6 +712,13 @@ private:
handle_images(base_type, &this->uniforms[id]);
handle_subroutines(base_type, &this->uniforms[id]);
+ /* For array of arrays or struct arrays the base location may have
+ * already been set so dont set it again.
+ */
+ if (ubo_block_index == -1 && current_var->data.location == -1) {
+ current_var->data.location = id;
+ }
+
/* If there is already storage associated with this uniform or if the
* uniform is set as builtin, it means that it was set while processing
* an earlier shader stage. For example, we may be processing the
@@ -720,12 +733,13 @@ private:
if (current_var->data.explicit_location) {
/* Set sequential locations for struct fields. */
if (record_type != NULL) {
- const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
+ const unsigned entries =
+ MAX2(1, this->uniforms[id].array_elements);
this->uniforms[id].remap_location =
- current_var->data.location + field_counter;
+ this->explicit_location + field_counter;
field_counter += entries;
} else {
- this->uniforms[id].remap_location = current_var->data.location;
+ this->uniforms[id].remap_location = this->explicit_location;
}
} else {
/* Initialize to to indicate that no location is set */
@@ -791,6 +805,11 @@ private:
unsigned next_image;
unsigned next_subroutine;
+ /* Used to store the explicit location from current_var so that we can
+ * reuse the location field for storing the uniform slot id.
+ */
+ int explicit_location;
+
/* Stores total struct array elements including nested structs */
unsigned record_array_count;
diff --git a/src/glsl/nir/nir.h b/src/glsl/nir/nir.h
index 9703372..36fbf5c 100644
--- a/src/glsl/nir/nir.h
+++ b/src/glsl/nir/nir.h
@@ -278,6 +278,7 @@ typedef struct {
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
+ * - Non-UBO Uniforms: uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
--
2.4.3
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