[virglrenderer-devel] [PATCH] shader: refactor sampler emission.
Elie Tournier
tournier.elie at gmail.com
Tue Jul 3 09:35:05 UTC 2018
On Tue, Jul 03, 2018 at 01:48:39PM +1000, Dave Airlie wrote:
> From: Dave Airlie <airlied at redhat.com>
>
> This just moves the code to a function, it doesn't change any
> of the expected code. It should make it easier to spot fixes.
With the small nit:
Reviewed-by: Elie Tournier <elie.tournier at collabora.com>
> ---
> src/vrend_shader.c | 76 ++++++++++++++++++++++++++--------------------
> 1 file changed, 43 insertions(+), 33 deletions(-)
>
> diff --git a/src/vrend_shader.c b/src/vrend_shader.c
> index f7bf853..f22eae7 100644
> --- a/src/vrend_shader.c
> +++ b/src/vrend_shader.c
> @@ -3409,6 +3409,46 @@ static char get_return_type_prefix(enum tgsi_return_type type)
> return ' ';
> }
>
> +static void *emit_sampler_decleration(struct dump_ctx *ctx, char *glsl_hdr,
s/decleration/declaration/
English is not my mother tongue so I'm maybe wrong. ;)
> + uint32_t i)
> +{
> + char buf[255];
> + int is_shad = 0;
> + const char *stc;
> + char ptc;
> + const char *sname;
> + const char *precision;
> +
> + ptc = vrend_shader_samplerreturnconv(ctx->samplers[i].tgsi_sampler_return);
> + stc = vrend_shader_samplertypeconv(ctx->samplers[i].tgsi_sampler_type, &is_shad);
> +
> + sname = tgsi_proc_to_prefix(ctx->prog_type);
> +
> + if (ctx->cfg->use_gles) {
> + precision = "highp ";
> + } else {
> + precision = " ";
> + }
> +
> + /* OpenGL ES do not support 1D texture
> + * so we use a 2D texture with a parameter set to 0.5
> + */
> + if (ctx->cfg->use_gles && !strcmp(stc, "1D"))
> + snprintf(buf, 255, "uniform %csampler2D %ssamp%d;\n", ptc, sname, i);
> + else
> + snprintf(buf, 255, "uniform %s%csampler%s %ssamp%d;\n", precision, ptc, stc, sname, i);
> +
> + STRCAT_WITH_RET(glsl_hdr, buf);
> + if (is_shad) {
> + snprintf(buf, 255, "uniform %svec4 %sshadmask%d;\n", precision, sname, i);
> + STRCAT_WITH_RET(glsl_hdr, buf);
> + snprintf(buf, 255, "uniform %svec4 %sshadadd%d;\n", precision, sname, i);
> + STRCAT_WITH_RET(glsl_hdr, buf);
> + ctx->shadow_samp_mask |= (1 << i);
> + }
> + return glsl_hdr;
> +}
> +
> static char *emit_ios(struct dump_ctx *ctx, char *glsl_hdr)
> {
> uint32_t i;
> @@ -3804,43 +3844,13 @@ static char *emit_ios(struct dump_ctx *ctx, char *glsl_hdr)
> } else {
> nsamp = util_last_bit(ctx->samplers_used);
> for (i = 0; i < nsamp; i++) {
> - int is_shad = 0;
> - const char *stc;
> - char ptc;
>
> if ((ctx->samplers_used & (1 << i)) == 0)
> continue;
>
> - const char *sname;
> - const char *precision;
> -
> - ptc = vrend_shader_samplerreturnconv(ctx->samplers[i].tgsi_sampler_return);
> - stc = vrend_shader_samplertypeconv(ctx->samplers[i].tgsi_sampler_type, &is_shad);
> -
> - sname = tgsi_proc_to_prefix(ctx->prog_type);
> -
> - if (ctx->cfg->use_gles) {
> - precision = "highp ";
> - } else {
> - precision = " ";
> - }
> -
> - /* OpenGL ES do not support 1D texture
> - * so we use a 2D texture with a parameter set to 0.5
> - */
> - if (ctx->cfg->use_gles && !strcmp(stc, "1D"))
> - snprintf(buf, 255, "uniform %csampler2D %ssamp%d;\n", ptc, sname, i);
> - else
> - snprintf(buf, 255, "uniform %s%csampler%s %ssamp%d;\n", precision, ptc, stc, sname, i);
> -
> - STRCAT_WITH_RET(glsl_hdr, buf);
> - if (is_shad) {
> - snprintf(buf, 255, "uniform %svec4 %sshadmask%d;\n", precision, sname, i);
> - STRCAT_WITH_RET(glsl_hdr, buf);
> - snprintf(buf, 255, "uniform %svec4 %sshadadd%d;\n", precision, sname, i);
> - STRCAT_WITH_RET(glsl_hdr, buf);
> - ctx->shadow_samp_mask |= (1 << i);
> - }
> + glsl_hdr = emit_sampler_decleration(ctx, glsl_hdr, i);
ditto
> + if (!glsl_hdr)
> + return NULL;
> }
> }
> if (ctx->prog_type == TGSI_PROCESSOR_FRAGMENT &&
> --
> 2.17.1
>
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