[Mesa-dev] [PATCH v3 04/32] glsl: make component_slots() returns 2 for samplers/images
Samuel Pitoiset
samuel.pitoiset at gmail.com
Fri May 5 07:37:53 UTC 2017
On 05/05/2017 02:18 AM, Timothy Arceri wrote:
> 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.
Can we just move on and fix the extra unused uniform storage later?
>
> [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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