[Mesa-dev] [PATCH v5 31/70] glsl: ignore buffer variables when counting uniform components
Iago Toral Quiroga
itoral at igalia.com
Thu Sep 10 06:35:47 PDT 2015
From: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen at intel.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 1d678c2..cc38287 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -304,7 +304,7 @@ 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 */
}
@@ -320,6 +320,7 @@ 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);
@@ -358,6 +359,7 @@ 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,
@@ -386,13 +388,14 @@ 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;
}
@@ -1028,8 +1031,10 @@ 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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