[Mesa-dev] [PATCH v3 04/32] glsl: make component_slots() returns 2 for samplers/images
Timothy Arceri
tarceri at itsqueeze.com
Fri May 5 00:18:42 UTC 2017
What happened with my suggestion [1]? Was there a problem?
IMO this patch just hacks around the problem and as mentioned previously
will result in extra unused uniform storage being allocated.
[1] https://lists.freedesktop.org/archives/mesa-dev/2017-April/153156.html
On 03/05/17 06:53, Samuel Pitoiset wrote:
> Bindless samplers/images are 64-bit unsigned integers, which
> means they consume two components as specified by
> ARB_bindless_texture.
>
> It looks like we are not wasting uniform storage by changing
> this because default-block uniforms are not packed. So, if
> we use N uint uniforms, they occupy N * 16 bytes in the
> constant buffer. This is something that could be improved.
>
> Though, count_uniform_size needs to be adjusted to not count
> a sampler (or image) twice.
>
> As a side effect, this will probably break the cache if you
> have one because it will consider sampler/image types as
> two components.
>
> v3: - update the comments
>
> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> ---
> src/compiler/glsl/link_uniforms.cpp | 8 ++++++--
> src/compiler/glsl_types.cpp | 2 ++
> 2 files changed, 8 insertions(+), 2 deletions(-)
>
> diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
> index f1e0885fbd..0a199dbbd6 100644
> --- a/src/compiler/glsl/link_uniforms.cpp
> +++ b/src/compiler/glsl/link_uniforms.cpp
> @@ -340,9 +340,13 @@ private:
> if (type->contains_subroutine()) {
> this->num_shader_subroutines += values;
> } else if (type->contains_sampler()) {
> - this->num_shader_samplers += values;
> + /* Samplers (bound or bindless) are counted as two components as
> + * specified by ARB_bindless_texture. */
> + this->num_shader_samplers += values / 2;
> } else if (type->contains_image()) {
> - this->num_shader_images += values;
> + /* Images (bound or bindless) are counted as two components as
> + * specified by ARB_bindless_texture. */
> + this->num_shader_images += values / 2;
>
> /* As drivers are likely to represent image uniforms as
> * scalar indices, count them against the limit of uniform
> diff --git a/src/compiler/glsl_types.cpp b/src/compiler/glsl_types.cpp
> index bf078ad614..89f611d0cb 100644
> --- a/src/compiler/glsl_types.cpp
> +++ b/src/compiler/glsl_types.cpp
> @@ -1293,6 +1293,8 @@ glsl_type::component_slots() const
>
> case GLSL_TYPE_SAMPLER:
> case GLSL_TYPE_IMAGE:
> + return 2;
> +
> case GLSL_TYPE_SUBROUTINE:
> return 1;
>
>
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