[Mesa-dev] [PATCH 25/68] glsl: add basic support for resource list to shader cache
Timothy Arceri
timothy.arceri at collabora.com
Wed Jun 1 06:23:06 UTC 2016
This initially adds support for simple uniforms and varyings.
---
src/compiler/glsl/shader_cache.cpp | 117 +++++++++++++++++++++++++++++++++++++
1 file changed, 117 insertions(+)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index 776292f..262596b 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -312,6 +312,119 @@ read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
}
static void
+write_program_resource_data(struct blob *metadata,
+ struct gl_shader_program *prog,
+ struct gl_program_resource *res)
+{
+ switch(res->Type) {
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT: {
+ const gl_shader_variable *var = (gl_shader_variable *)res->Data;
+ encode_type_to_blob(metadata, var->type);
+ blob_write_string(metadata, var->name);
+ blob_write_uint32(metadata, var->location);
+
+ unsigned data = var->index;
+ data |= var->patch << 1;
+ data |= var->mode << 2;
+ blob_write_uint32(metadata, data);
+ break;
+ }
+ case GL_BUFFER_VARIABLE:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_UNIFORM:
+ for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
+ if (prog->UniformStorage[i].hidden)
+ break; /* No more user defined uniforms */
+
+ if (strcmp(((gl_uniform_storage *)res->Data)->name,
+ prog->UniformStorage[i].name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ default:
+ assert(!"Support for writting resource not yet implemneted.");
+ }
+}
+
+static void
+read_program_resource_data(struct blob_reader *metadata,
+ struct gl_shader_program *prog,
+ struct gl_program_resource *res)
+{
+ switch(res->Type) {
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT: {
+ gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
+ var->type = decode_type_from_blob(metadata);
+ var->name = ralloc_strdup(prog, blob_read_string(metadata));
+ var->location = blob_read_uint32(metadata);
+
+ unsigned data = blob_read_uint32(metadata);
+ var->index = data & 1;
+ var->patch = data >> 1 & 1;
+ var->mode = data >> 2;
+
+ res->Data = var;
+ break;
+ }
+ case GL_BUFFER_VARIABLE:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_UNIFORM:
+ res->Data = &prog->UniformStorage[blob_read_uint32(metadata)];
+ break;
+ default:
+ assert(!"Support for reading resource not yet implemneted.");
+ }
+}
+
+static void
+write_program_resource_list(struct blob *metadata,
+ struct gl_shader_program *prog)
+{
+ blob_write_uint32(metadata, prog->NumProgramResourceList);
+
+ for (unsigned i = 0; i < prog->NumProgramResourceList; i++) {
+ blob_write_uint32(metadata, prog->ProgramResourceList[i].Type);
+ write_program_resource_data(metadata, prog,
+ &prog->ProgramResourceList[i]);
+ blob_write_bytes(metadata, &prog->ProgramResourceList[i].StageReferences,
+ sizeof(prog->ProgramResourceList[i].StageReferences));
+ }
+}
+
+static void
+read_program_resource_list(struct blob_reader *metadata,
+ struct gl_shader_program *prog)
+{
+ prog->NumProgramResourceList = blob_read_uint32(metadata);
+
+ prog->ProgramResourceList = ralloc_array(prog, gl_program_resource,
+ prog->NumProgramResourceList);
+
+ for (unsigned i = 0; i < prog->NumProgramResourceList; i++) {
+ prog->ProgramResourceList[i].Type = blob_read_uint32(metadata);
+ read_program_resource_data(metadata, prog,
+ &prog->ProgramResourceList[i]);
+ blob_copy_bytes(metadata,
+ (uint8_t *) &prog->ProgramResourceList[i].StageReferences,
+ sizeof(prog->ProgramResourceList[i].StageReferences));
+ }
+}
+
+static void
write_shader_parameters(struct blob *metadata,
struct gl_program_parameter_list *params)
{
@@ -451,6 +564,8 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
write_uniform_remap_table(metadata, prog);
+ write_program_resource_list(metadata, prog);
+
write_shader_metadata(metadata, prog->_LinkedShaders[MESA_SHADER_VERTEX]);
write_shader_metadata(metadata, prog->_LinkedShaders[MESA_SHADER_FRAGMENT]);
@@ -545,6 +660,8 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
read_uniform_remap_table(&metadata, prog);
+ read_program_resource_list(&metadata, prog);
+
_mesa_HashLockMutex(ctx->Shared->ShaderObjects);
unsigned name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
linked = ctx->Driver.NewShader(ctx, name, GL_VERTEX_SHADER);
--
2.5.5
More information about the mesa-dev
mailing list