[Mesa-dev] [PATCH 2/5] glsl: move some uniform linking code to new link_assign_uniform_storage()
Timothy Arceri
timothy.arceri at collabora.com
Sun Sep 25 12:50:25 UTC 2016
This makes link_assign_uniform_locations() easier to follow.
---
src/compiler/glsl/link_uniforms.cpp | 132 +++++++++++++++++++-----------------
1 file changed, 69 insertions(+), 63 deletions(-)
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index 11204fc..b3c3c5a 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -1152,13 +1152,77 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
}
}
+static void
+link_assign_uniform_storage(struct gl_context *ctx,
+ struct gl_shader_program *prog,
+ const unsigned num_data_slots,
+ unsigned num_explicit_uniform_locs)
+{
+ /* On the outside chance that there were no uniforms, bail out.
+ */
+ if (prog->NumUniformStorage == 0)
+ return;
+
+ unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
+
+ prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
+ prog->NumUniformStorage);
+ union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
+ union gl_constant_value,
+ num_data_slots);
+#ifndef NDEBUG
+ union gl_constant_value *data_end = &data[num_data_slots];
+#endif
+
+ parcel_out_uniform_storage parcel(prog, prog->UniformHash,
+ prog->UniformStorage, data);
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (prog->_LinkedShaders[i] == NULL)
+ continue;
+
+ parcel.start_shader((gl_shader_stage)i);
+
+ foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
+ ir_variable *const var = node->as_variable();
+
+ if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+ var->data.mode != ir_var_shader_storage))
+ continue;
+
+ parcel.set_and_process(var);
+ }
+
+ prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
+ prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
+
+ STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
+ sizeof(parcel.targets));
+ memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
+ sizeof(prog->_LinkedShaders[i]->SamplerTargets));
+ }
+
+#ifndef NDEBUG
+ for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
+ assert(prog->UniformStorage[i].storage != NULL ||
+ prog->UniformStorage[i].builtin ||
+ prog->UniformStorage[i].is_shader_storage ||
+ prog->UniformStorage[i].block_index != -1);
+ }
+
+ assert(parcel.values == data_end);
+#endif
+
+ link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
+
+ link_set_uniform_initializers(prog, boolean_true);
+}
+
void
link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx,
unsigned int num_explicit_uniform_locs)
{
- unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
-
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
prog->NumUniformStorage = 0;
@@ -1224,70 +1288,12 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
prog->NumUniformStorage = uniform_size.num_active_uniforms;
- const unsigned num_data_slots = uniform_size.num_values;
- const unsigned hidden_uniforms = uniform_size.num_hidden_uniforms;
+ prog->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
/* assign hidden uniforms a slot id */
hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);
delete hiddenUniforms;
- /* On the outside chance that there were no uniforms, bail out.
- */
- if (prog->NumUniformStorage == 0)
- return;
-
- prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
- prog->NumUniformStorage);
- union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
- union gl_constant_value,
- num_data_slots);
-#ifndef NDEBUG
- union gl_constant_value *data_end = &data[num_data_slots];
-#endif
-
- parcel_out_uniform_storage parcel(prog, prog->UniformHash,
- prog->UniformStorage, data);
-
- for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
- if (prog->_LinkedShaders[i] == NULL)
- continue;
-
- parcel.start_shader((gl_shader_stage)i);
-
- foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
- ir_variable *const var = node->as_variable();
-
- if ((var == NULL) || (var->data.mode != ir_var_uniform &&
- var->data.mode != ir_var_shader_storage))
- continue;
-
- parcel.set_and_process(var);
- }
-
- prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
- prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
-
- STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
- sizeof(parcel.targets));
- memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
- sizeof(prog->_LinkedShaders[i]->SamplerTargets));
- }
-
-#ifndef NDEBUG
- for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
- assert(prog->UniformStorage[i].storage != NULL ||
- prog->UniformStorage[i].builtin ||
- prog->UniformStorage[i].is_shader_storage ||
- prog->UniformStorage[i].block_index != -1);
- }
-
- assert(parcel.values == data_end);
-#endif
-
- prog->NumHiddenUniforms = hidden_uniforms;
- link_setup_uniform_remap_tables(ctx, prog, num_explicit_uniform_locs);
-
- link_set_uniform_initializers(prog, boolean_true);
-
- return;
+ link_assign_uniform_storage(ctx, prog, uniform_size.num_values,
+ num_explicit_uniform_locs);
}
--
2.7.4
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