Browse Source

glsl: add support for initialising sampler AoA

Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
tags/11.1-branchpoint
Timothy Arceri 10 years ago
parent
commit
296a7ea471
1 changed files with 49 additions and 34 deletions
  1. 49
    34
      src/glsl/link_uniform_initializers.cpp

+ 49
- 34
src/glsl/link_uniform_initializers.cpp View File

@@ -106,51 +106,64 @@ copy_constant_to_storage(union gl_constant_value *storage,
* they have no storage and should be handled elsewhere.
*/
void
set_opaque_binding(gl_shader_program *prog, const char *name, int binding)
set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
const glsl_type *type, const char *name, int *binding)
{
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage, prog->NumUniformStorage, name);

if (storage == NULL) {
assert(storage != NULL);
return;
}
if (type->is_array() && type->fields.array->is_array()) {
const glsl_type *const element_type = type->fields.array;

const unsigned elements = MAX2(storage->array_elements, 1);
for (unsigned int i = 0; i < type->length; i++) {
const char *element_name = ralloc_asprintf(mem_ctx, "%s[%d]", name, i);

/* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
* says:
*
* "If the binding identifier is used with an array, the first element
* of the array takes the specified unit and each subsequent element
* takes the next consecutive unit."
*/
for (unsigned int i = 0; i < elements; i++) {
storage->storage[i].i = binding + i;
}
set_opaque_binding(mem_ctx, prog, element_type,
element_name, binding);
}
} else {
struct gl_uniform_storage *const storage =
get_storage(prog->UniformStorage, prog->NumUniformStorage, name);

for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
gl_shader *shader = prog->_LinkedShaders[sh];
if (storage == NULL) {
assert(storage != NULL);
return;
}

if (shader) {
if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
shader->SamplerUnits[index] = storage->storage[i].i;
}
const unsigned elements = MAX2(storage->array_elements, 1);

/* Section 4.4.4 (Opaque-Uniform Layout Qualifiers) of the GLSL 4.20 spec
* says:
*
* "If the binding identifier is used with an array, the first element
* of the array takes the specified unit and each subsequent element
* takes the next consecutive unit."
*/
for (unsigned int i = 0; i < elements; i++) {
storage->storage[i].i = (*binding)++;
}

for (int sh = 0; sh < MESA_SHADER_STAGES; sh++) {
gl_shader *shader = prog->_LinkedShaders[sh];

} else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
if (shader) {
if (storage->type->base_type == GLSL_TYPE_SAMPLER &&
storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
shader->SamplerUnits[index] = storage->storage[i].i;
}

} else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
shader->ImageUnits[index] = storage->storage[i].i;
for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i;
shader->ImageUnits[index] = storage->storage[i].i;
}
}
}
}
}

storage->initialized = true;
storage->initialized = true;
}
}

void
@@ -285,7 +298,9 @@ link_set_uniform_initializers(struct gl_shader_program *prog,

if (type->without_array()->is_sampler() ||
type->without_array()->is_image()) {
linker::set_opaque_binding(prog, var->name, var->data.binding);
int binding = var->data.binding;
linker::set_opaque_binding(mem_ctx, prog, var->type,
var->name, &binding);
} else if (var->is_in_buffer_block()) {
const glsl_type *const iface_type = var->get_interface_type();


Loading…
Cancel
Save