[Mesa-stable] [Mesa-dev] [PATCH] Revert "mesa: stop assigning unused storage for non-bindless opaque types"
Timothy Arceri
tarceri at itsqueeze.com
Tue Aug 1 02:58:28 UTC 2017
On 01/08/17 06:59, Samuel Pitoiset wrote:
> This reverts commit fcbb93e860246375d03f280f927f79d3645a8988 and
> also commit 7c5b204e38d8cae70f5bf26e7223da5bc448bb5c to avoid
> compilation errors.
>
> Basically, the parameter indexes look wrong when a non-bindless
> sampler is declared inside a nested struct (because it is skipped).
> I think it's safer to just restore the previous behaviour which is
> here since ages and also because the initial attempt is only a
> little performance improvement.
I've got a proper fix. Just doing some final testing, will send soon.
>
> This fixes a regression with
> ES2-CTS.functional.shaders.struct.uniform.sampler_nested*.
>
> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=101983
> Cc: 17.2 <mesa-stable at lists.freedesktop.org>
> Signed-off-by: Samuel Pitoiset <samuel.pitoiset at gmail.com>
> ---
> src/mesa/program/ir_to_mesa.cpp | 56 +++++++++++++++++++++++++++++++++--------
> 1 file changed, 45 insertions(+), 11 deletions(-)
>
> diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp
> index ac12b59d07..775211cefb 100644
> --- a/src/mesa/program/ir_to_mesa.cpp
> +++ b/src/mesa/program/ir_to_mesa.cpp
> @@ -2409,8 +2409,10 @@ namespace {
> class add_uniform_to_shader : public program_resource_visitor {
> public:
> add_uniform_to_shader(struct gl_shader_program *shader_program,
> - struct gl_program_parameter_list *params)
> - : shader_program(shader_program), params(params), idx(-1)
> + struct gl_program_parameter_list *params,
> + gl_shader_stage shader_type)
> + : shader_program(shader_program), params(params), idx(-1),
> + shader_type(shader_type)
> {
> /* empty */
> }
> @@ -2433,6 +2435,7 @@ private:
> struct gl_program_parameter_list *params;
> int idx;
> ir_variable *var;
> + gl_shader_stage shader_type;
> };
>
> } /* anonymous namespace */
> @@ -2444,18 +2447,49 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name,
> const enum glsl_interface_packing,
> bool /* last_field */)
> {
> - /* opaque types don't use storage in the param list unless they are
> - * bindless samplers or images.
> - */
> - if (type->contains_opaque() && !var->data.bindless)
> + /* atomics don't get real storage */
> + if (type->contains_atomic())
> return;
>
> - assert(_mesa_lookup_parameter_index(params, name) < 0);
> + gl_register_file file;
> + if (type->without_array()->is_sampler() && !var->data.bindless) {
> + file = PROGRAM_SAMPLER;
> + } else {
> + file = PROGRAM_UNIFORM;
> + }
> +
> + int index = _mesa_lookup_parameter_index(params, name);
> + if (index < 0) {
> + unsigned size = type_size(type) * 4;
> +
> + index = _mesa_add_parameter(params, file, name, size, type->gl_type,
> + NULL, NULL);
>
> - unsigned size = type_size(type) * 4;
> + /* Sampler uniform values are stored in prog->SamplerUnits,
> + * and the entry in that array is selected by this index we
> + * store in ParameterValues[].
> + */
> + if (file == PROGRAM_SAMPLER) {
> + unsigned location;
> + const bool found =
> + this->shader_program->UniformHash->get(location,
> + params->Parameters[index].Name);
> + assert(found);
> +
> + if (!found)
> + return;
> +
> + struct gl_uniform_storage *storage =
> + &this->shader_program->data->UniformStorage[location];
>
> - int index = _mesa_add_parameter(params, PROGRAM_UNIFORM, name, size,
> - type->gl_type, NULL, NULL);
> + assert(storage->type->is_sampler() &&
> + storage->opaque[shader_type].active);
> +
> + for (unsigned int j = 0; j < size / 4; j++)
> + params->ParameterValues[index + j][0].f =
> + storage->opaque[shader_type].index + j;
> + }
> + }
>
> /* The first part of the uniform that's processed determines the base
> * location of the whole uniform (for structures).
> @@ -2479,7 +2513,7 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
> struct gl_program_parameter_list
> *params)
> {
> - add_uniform_to_shader add(shader_program, params);
> + add_uniform_to_shader add(shader_program, params, sh->Stage);
>
> foreach_in_list(ir_instruction, node, sh->ir) {
> ir_variable *var = node->as_variable();
>
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