[Mesa-dev] [PATCH 1/2] glsl: add parcel_out_uniform_storage::count_indices() helper
Samuel Pitoiset
samuel.pitoiset at gmail.com
Thu May 11 14:12:51 UTC 2017
On 05/11/2017 04:11 PM, Timothy Arceri wrote:
> I'm not sure about the name. Maybe something like set_opaque_indices()
> would be better?
Looks good to me.
The Intel CI system is not totally happy with this patch, I'm wondering
why... I will investigate (probably something dumb).
Thanks.
>
> Either way both patches are:
>
> Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
>
> On 11/05/17 23:34, Samuel Pitoiset wrote:
>> In order to sort indices for images inside a struct array we
>> need to do something similar to samplers.
>>
>> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
>> ---
>> src/compiler/glsl/link_uniforms.cpp | 117
>> +++++++++++++++++++-----------------
>> 1 file changed, 63 insertions(+), 54 deletions(-)
>>
>> diff --git a/src/compiler/glsl/link_uniforms.cpp
>> b/src/compiler/glsl/link_uniforms.cpp
>> index 8486e117be..51edb759f2 100644
>> --- a/src/compiler/glsl/link_uniforms.cpp
>> +++ b/src/compiler/glsl/link_uniforms.cpp
>> @@ -509,66 +509,75 @@ public:
>> gl_shader_stage shader_type;
>> private:
>> - void handle_samplers(const glsl_type *base_type,
>> - struct gl_uniform_storage *uniform, const
>> char *name)
>> + void count_indices(const glsl_type *base_type,
>> + struct gl_uniform_storage *uniform, const char
>> *name,
>> + unsigned &next_index,
>> + struct string_to_uint_map *record_next_index)
>> {
>> - if (base_type->is_sampler()) {
>> - uniform->opaque[shader_type].active = true;
>> -
>> - /* Handle multiple samplers inside struct arrays */
>> - if (this->record_array_count > 1) {
>> - unsigned inner_array_size = MAX2(1,
>> uniform->array_elements);
>> - char *name_copy = ralloc_strdup(NULL, name);
>> -
>> - /* Remove all array subscripts from the sampler name */
>> - char *str_start;
>> - const char *str_end;
>> - while((str_start = strchr(name_copy, '[')) &&
>> - (str_end = strchr(name_copy, ']'))) {
>> - memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
>> - }
>> -
>> - unsigned index = 0;
>> - if (this->record_next_sampler->get(index, name_copy)) {
>> - /* In this case, we've already seen this uniform so we
>> just use
>> - * the next sampler index recorded the last time we
>> visited.
>> - */
>> - uniform->opaque[shader_type].index = index;
>> - index = inner_array_size +
>> uniform->opaque[shader_type].index;
>> - this->record_next_sampler->put(index, name_copy);
>> + assert(base_type->is_sampler() || base_type->is_image());
>> +
>> + if (this->record_array_count > 1) {
>> + unsigned inner_array_size = MAX2(1, uniform->array_elements);
>> + char *name_copy = ralloc_strdup(NULL, name);
>> +
>> + /* Remove all array subscripts from the sampler/image name */
>> + char *str_start;
>> + const char *str_end;
>> + while((str_start = strchr(name_copy, '[')) &&
>> + (str_end = strchr(name_copy, ']'))) {
>> + memmove(str_start, str_end + 1, 1 + strlen(str_end + 1));
>> + }
>> - ralloc_free(name_copy);
>> - /* Return as everything else has already been
>> initialised in a
>> - * previous pass.
>> - */
>> - return;
>> - } else {
>> - /* We've never seen this uniform before so we need to
>> allocate
>> - * enough indices to store it.
>> - *
>> - * Nested struct arrays behave like arrays of arrays
>> so we need
>> - * to increase the index by the total number of
>> elements of the
>> - * sampler in case there is more than one sampler
>> inside the
>> - * structs. This allows the offset to be easily
>> calculated for
>> - * indirect indexing.
>> - */
>> - uniform->opaque[shader_type].index = this->next_sampler;
>> - this->next_sampler +=
>> - inner_array_size * this->record_array_count;
>> + unsigned index = 0;
>> + if (record_next_index->get(index, name_copy)) {
>> + /* In this case, we've already seen this uniform so we
>> just use the
>> + * next sampler/image index recorded the last time we
>> visited.
>> + */
>> + uniform->opaque[shader_type].index = index;
>> + index = inner_array_size +
>> uniform->opaque[shader_type].index;
>> + record_next_index->put(index, name_copy);
>> - /* Store the next index for future passes over the
>> struct array
>> - */
>> - index = uniform->opaque[shader_type].index +
>> inner_array_size;
>> - this->record_next_sampler->put(index, name_copy);
>> - ralloc_free(name_copy);
>> - }
>> + ralloc_free(name_copy);
>> + /* Return as everything else has already been initialised
>> in a
>> + * previous pass.
>> + */
>> + return;
>> } else {
>> - /* Increment the sampler by 1 for non-arrays and by the
>> number of
>> - * array elements for arrays.
>> + /* We've never seen this uniform before so we need to
>> allocate
>> + * enough indices to store it.
>> + *
>> + * Nested struct arrays behave like arrays of arrays so
>> we need to
>> + * increase the index by the total number of elements of the
>> + * sampler/image in case there is more than one
>> sampler/image
>> + * inside the structs. This allows the offset to be easily
>> + * calculated for indirect indexing.
>> + */
>> + uniform->opaque[shader_type].index = next_index;
>> + next_index += inner_array_size * this->record_array_count;
>> +
>> + /* Store the next index for future passes over the struct
>> array
>> */
>> - uniform->opaque[shader_type].index = this->next_sampler;
>> - this->next_sampler += MAX2(1, uniform->array_elements);
>> + index = uniform->opaque[shader_type].index +
>> inner_array_size;
>> + record_next_index->put(index, name_copy);
>> + ralloc_free(name_copy);
>> }
>> + } else {
>> + /* Increment the sampler/image by 1 for non-arrays and by
>> the number
>> + * of array elements for arrays.
>> + */
>> + uniform->opaque[shader_type].index = next_index;
>> + next_index += MAX2(1, uniform->array_elements);
>> + }
>> + }
>> +
>> + void handle_samplers(const glsl_type *base_type,
>> + struct gl_uniform_storage *uniform, const
>> char *name)
>> + {
>> + if (base_type->is_sampler()) {
>> + uniform->opaque[shader_type].active = true;
>> +
>> + count_indices(base_type, uniform, name, this->next_sampler,
>> + this->record_next_sampler);
>> const gl_texture_index target = base_type->sampler_index();
>> const unsigned shadow = base_type->sampler_shadow;
>>
More information about the mesa-dev
mailing list