[Mesa-dev] [PATCH v4 (part2) 26/59] glsl: ignore buffer variables when counting uniform components
Jordan Justen
jordan.l.justen at intel.com
Tue Sep 8 15:00:12 PDT 2015
Reviewed-by: Jordan Justen <jordan.l.justen at intel.com>
On 2015-08-05 01:30:23, Iago Toral Quiroga wrote:
> From: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
>
> Signed-off-by: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
> ---
> src/glsl/link_uniforms.cpp | 15 ++++++++++-----
> 1 file changed, 10 insertions(+), 5 deletions(-)
>
> diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
> index 4dcb2fb..a2d655f 100644
> --- a/src/glsl/link_uniforms.cpp
> +++ b/src/glsl/link_uniforms.cpp
> @@ -292,7 +292,7 @@ public:
> : num_active_uniforms(0), num_values(0), num_shader_samplers(0),
> num_shader_images(0), num_shader_uniform_components(0),
> num_shader_subroutines(0),
> - is_ubo_var(false), map(map)
> + is_ubo_var(false), is_shader_storage(false), map(map)
> {
> /* empty */
> }
> @@ -308,6 +308,7 @@ public:
> void process(ir_variable *var)
> {
> this->is_ubo_var = var->is_in_buffer_block();
> + this->is_shader_storage = var->is_in_shader_storage_block();
> if (var->is_interface_instance())
> program_resource_visitor::process(var->get_interface_type(),
> var->get_interface_type()->name);
> @@ -346,6 +347,7 @@ public:
> unsigned num_shader_subroutines;
>
> bool is_ubo_var;
> + bool is_shader_storage;
>
> private:
> virtual void visit_field(const glsl_type *type, const char *name,
> @@ -374,13 +376,14 @@ private:
> * components in the default block. The spec allows image
> * uniforms to use up no more than one scalar slot.
> */
> - this->num_shader_uniform_components += values;
> + if(!is_shader_storage)
> + this->num_shader_uniform_components += values;
> } else {
> /* Accumulate the total number of uniform slots used by this shader.
> * Note that samplers do not count against this limit because they
> * don't use any storage on current hardware.
> */
> - if (!is_ubo_var)
> + if (!is_ubo_var && !is_shader_storage)
> this->num_shader_uniform_components += values;
> }
>
> @@ -994,8 +997,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
> sh->num_combined_uniform_components = sh->num_uniform_components;
>
> for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
> - sh->num_combined_uniform_components +=
> - sh->UniformBlocks[i].UniformBufferSize / 4;
> + if (!sh->UniformBlocks[i].IsShaderStorage) {
> + sh->num_combined_uniform_components +=
> + sh->UniformBlocks[i].UniformBufferSize / 4;
> + }
> }
> }
>
> --
> 1.9.1
>
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