[Mesa-dev] [PATCH 2/7] glsl: split buffer block arrays earlier
Timothy Arceri
timothy.arceri at collabora.com
Sat Apr 2 04:03:53 UTC 2016
This will allow us to use them when checking resources in a
following patch and clean up a bunch of code.
---
src/compiler/glsl/linker.cpp | 54 ++++++++++++++++++++++----------------------
1 file changed, 27 insertions(+), 27 deletions(-)
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index 3332a27..649fb7c 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -4704,6 +4704,33 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog,
has_xfb_qualifiers))
goto done;
+ /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks
+ * for gl_shader_program and gl_shader, so that drivers that need separate
+ * index spaces for each set can have that.
+ */
+ for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] != NULL) {
+ gl_shader *sh = prog->_LinkedShaders[i];
+ split_ubos_and_ssbos(sh,
+ sh->BufferInterfaceBlocks,
+ NULL,
+ sh->NumBufferInterfaceBlocks,
+ &sh->UniformBlocks,
+ &sh->NumUniformBlocks,
+ &sh->ShaderStorageBlocks,
+ &sh->NumShaderStorageBlocks);
+ }
+ }
+
+ split_ubos_and_ssbos(prog,
+ NULL,
+ prog->BufferInterfaceBlocks,
+ prog->NumBufferInterfaceBlocks,
+ &prog->UniformBlocks,
+ &prog->NumUniformBlocks,
+ &prog->ShaderStorageBlocks,
+ &prog->NumShaderStorageBlocks);
+
update_array_sizes(prog);
link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue,
num_explicit_uniform_locs,
@@ -4755,33 +4782,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog,
}
}
- /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks
- * for gl_shader_program and gl_shader, so that drivers that need separate
- * index spaces for each set can have that.
- */
- for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] != NULL) {
- gl_shader *sh = prog->_LinkedShaders[i];
- split_ubos_and_ssbos(sh,
- sh->BufferInterfaceBlocks,
- NULL,
- sh->NumBufferInterfaceBlocks,
- &sh->UniformBlocks,
- &sh->NumUniformBlocks,
- &sh->ShaderStorageBlocks,
- &sh->NumShaderStorageBlocks);
- }
- }
-
- split_ubos_and_ssbos(prog,
- NULL,
- prog->BufferInterfaceBlocks,
- prog->NumBufferInterfaceBlocks,
- &prog->UniformBlocks,
- &prog->NumUniformBlocks,
- &prog->ShaderStorageBlocks,
- &prog->NumShaderStorageBlocks);
-
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
continue;
--
2.5.5
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