[Mesa-dev] [PATCH 5/6] glsl: apply shader storage block member rules when adding program resources
Samuel Iglesias Gonsálvez
siglesias at igalia.com
Mon Sep 28 23:41:00 PDT 2015
On 28/09/15 00:05, Timothy Arceri wrote:
> On Fri, 2015-09-25 at 10:24 +0200, Samuel Iglesias Gonsalvez wrote:
>> From ARB_program_interface_query:
>>
>> "For an active shader storage block member declared as an array, an
>> entry will be generated only for the first array element, regardless
>> of its type. For arrays of aggregate types, the enumeration rules
>> are
>> applied recursively for the single enumerated array element."
>>
>> Signed-off-by: Samuel Iglesias Gonsalvez <siglesias at igalia.com>
>> ---
>> src/glsl/linker.cpp | 56
>> +++++++++++++++++++++++++++++++++++++++++++++++++++++
>> 1 file changed, 56 insertions(+)
>>
>> diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
>> index be04f5b..8cc9350 100644
>> --- a/src/glsl/linker.cpp
>> +++ b/src/glsl/linker.cpp
>> @@ -3134,6 +3134,57 @@ check_explicit_uniform_locations(struct
>> gl_context *ctx,
>> }
>>
>> static bool
>> +should_add_buffer_variable(struct gl_shader_program *shProg,
>> + GLenum type, const char *name)
>> +{
>> + bool found_interface = false;
>> + const char *block_name = NULL;
>> +
>> + assert(type == GL_BUFFER_VARIABLE);
>> +
>> + for (unsigned i = 0; i < shProg->NumUniformShaderStorageBlocks;
>> i++) {
>> + block_name = shProg->UniformBlocks[i].Name;
>> + if (strncmp(block_name, name, strlen(block_name)) == 0) {
>> + found_interface = true;
>> + break;
>> + }
>> + }
>> +
>> + /* We remove the interface name from the buffer variable name,
>> + * including the dot that follows it.
>> + */
>> + if (found_interface)
>> + name = name + strlen(block_name) + 1;
>> +
>> + /* From: ARB_program_interface_query extension:
>> + *
>> + * "For an active shader storage block member declared as an
>> array, an
>> + * entry will be generated only for the first array element,
>> regardless
>> + * of its type. For arrays of aggregate types, the enumeration
>> rules are
>> + * applied recursively for the single enumerated array element.
>> + */
>> + const char *first_dot = strchr(name, '.');
>> + const char *first_square_bracket = strchr(name, '[');
>> +
>> + /* The buffer variable is on top level and it is not an array or
>> struct */
>> + if (!first_square_bracket && !first_dot) {
>> + return true;
>> + /* The shader storage block member is a struct, then generate the
>> entry */
>> + } else if ((!first_square_bracket ||
>> + (first_dot && first_dot < first_square_bracket))) {
>
> I think the above can be simplified to:
>
> if (!first_square_bracket) {
> return true;
> /* The shader storage block member is a struct, then generate the
> entry */
> } else if (first_dot && first_dot < first_square_bracket)) {
>
Yes, thanks.
>> + return true;
>> + } else {
>> + /* Shader storage block member is an array, only generate an
>> entry for the
>> + * first array element.
>> + */
>> + if (strncmp(first_square_bracket, "[0]", 3) == 0)
>> + return true;
>> + }
>> +
>> + return false;
>> +}
>> +
>> +static bool
>> add_program_resource(struct gl_shader_program *prog, GLenum type,
>> const void *data, uint8_t stages)
>> {
>> @@ -3408,6 +3459,11 @@ build_program_resource_list(struct
>> gl_shader_program *shProg)
>>
>> bool is_shader_storage = shProg
>> ->UniformStorage[i].is_shader_storage;
>> GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE :
>> GL_UNIFORM;
>> + if (is_shader_storage &&
>> + !should_add_buffer_variable(shProg, type,
>> + shProg
>> ->UniformStorage[i].name))
>
> Rather than check is_shader_storage here it would be better to replace
> the assert at the top of should_add_buffer_variable() with:
>
> if (type != GL_BUFFER_VARIABLE)
> return false;
>
Actually, it should return true, as we don't want to skip any uniform. I
will add this code to should_add_buffer_variable() together with a
comment to explain why it returns true.
Sam
>> + continue;
>> +
>> if (!add_program_resource(shProg, type,
>> &shProg->UniformStorage[i],
>> stageref))
>> return;
>
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