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authorEric Anholt <[email protected]>2010-08-24 13:51:35 -0700
committerEric Anholt <[email protected]>2010-08-25 12:38:26 -0700
commit45388b5467d66a887e9c76b66ae126ec07d4125a (patch)
treedcff4eda42ee242606f138430419fcca73825820
parentea2231ff5e4ced36bdb65ccdd02a1008fb8bfce7 (diff)
glsl: Make uniform linking generate separate uniforms for struct members.
This is a step towards making the linker code usable as our uniform setup, instead of having it wedged into ir_to_mesa.cpp.
-rw-r--r--src/glsl/linker.cpp131
1 files changed, 89 insertions, 42 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp
index c5c8c9cdd63..cb06036ef23 100644
--- a/src/glsl/linker.cpp
+++ b/src/glsl/linker.cpp
@@ -877,6 +877,83 @@ update_uniform_array_sizes(struct gl_shader_program *prog)
}
}
+static void
+add_uniform(void *mem_ctx, exec_list *uniforms, struct hash_table *ht,
+ const char *name, const glsl_type *type, GLenum shader_type,
+ unsigned *next_shader_pos, unsigned *total_uniforms)
+{
+ if (type->is_record()) {
+ for (unsigned int i = 0; i < type->length; i++) {
+ const glsl_type *field_type = type->fields.structure[i].type;
+ char *field_name = talloc_asprintf(mem_ctx, "%s.%s", name,
+ type->fields.structure[i].name);
+
+ add_uniform(mem_ctx, uniforms, ht, field_name, field_type,
+ shader_type, next_shader_pos, total_uniforms);
+ }
+ } else {
+ uniform_node *n = (uniform_node *) hash_table_find(ht, name);
+ unsigned int vec4_slots;
+ const glsl_type *array_elem_type = NULL;
+
+ if (type->is_array()) {
+ array_elem_type = type->fields.array;
+ /* Array of structures. */
+ if (array_elem_type->is_record()) {
+ for (unsigned int i = 0; i < type->length; i++) {
+ char *elem_name = talloc_asprintf(mem_ctx, "%s[%d]", name, i);
+ add_uniform(mem_ctx, uniforms, ht, elem_name, array_elem_type,
+ shader_type, next_shader_pos, total_uniforms);
+ }
+ return;
+ }
+ }
+
+ /* Fix the storage size of samplers at 1 vec4 each. Be sure to pad out
+ * vectors to vec4 slots.
+ */
+ if (type->is_array()) {
+ if (array_elem_type->is_sampler())
+ vec4_slots = type->length;
+ else
+ vec4_slots = type->length * array_elem_type->matrix_columns;
+ } else if (type->is_sampler()) {
+ vec4_slots = 1;
+ } else {
+ vec4_slots = type->matrix_columns;
+ }
+
+ if (n == NULL) {
+ n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
+ n->u = (gl_uniform *) calloc(1, sizeof(struct gl_uniform));
+ n->slots = vec4_slots;
+
+ n->u->Name = strdup(name);
+ n->u->VertPos = -1;
+ n->u->FragPos = -1;
+ n->u->GeomPos = -1;
+ (*total_uniforms)++;
+
+ hash_table_insert(ht, n, name);
+ uniforms->push_tail(& n->link);
+ }
+
+ switch (shader_type) {
+ case GL_VERTEX_SHADER:
+ n->u->VertPos = *next_shader_pos;
+ break;
+ case GL_FRAGMENT_SHADER:
+ n->u->FragPos = *next_shader_pos;
+ break;
+ case GL_GEOMETRY_SHADER:
+ n->u->GeomPos = *next_shader_pos;
+ break;
+ }
+
+ (*next_shader_pos) += vec4_slots;
+ }
+}
+
void
assign_uniform_locations(struct gl_shader_program *prog)
{
@@ -885,6 +962,7 @@ assign_uniform_locations(struct gl_shader_program *prog)
unsigned total_uniforms = 0;
hash_table *ht = hash_table_ctor(32, hash_table_string_hash,
hash_table_string_compare);
+ void *mem_ctx = talloc_new(NULL);
update_uniform_array_sizes(prog);
@@ -897,54 +975,23 @@ assign_uniform_locations(struct gl_shader_program *prog)
if ((var == NULL) || (var->mode != ir_var_uniform))
continue;
- const unsigned vec4_slots = (var->component_slots() + 3) / 4;
- if (vec4_slots == 0) {
- /* If we've got a sampler or an aggregate of them, the size can
- * end up zero. Don't allocate any space.
+ if (strncmp(var->name, "gl_", 3) == 0) {
+ /* At the moment, we don't allocate uniform locations for
+ * builtin uniforms. It's permitted by spec, and we'll
+ * likely switch to doing that at some point, but not yet.
*/
continue;
}
- uniform_node *n = (uniform_node *) hash_table_find(ht, var->name);
- if (n == NULL) {
- n = (uniform_node *) calloc(1, sizeof(struct uniform_node));
- n->u = (gl_uniform *) calloc(vec4_slots, sizeof(struct gl_uniform));
- n->slots = vec4_slots;
-
- n->u[0].Name = strdup(var->name);
- for (unsigned j = 1; j < vec4_slots; j++)
- n->u[j].Name = strdup(var->name);
-
- hash_table_insert(ht, n, n->u[0].Name);
- uniforms.push_tail(& n->link);
- total_uniforms += vec4_slots;
- }
-
- if (var->constant_value != NULL)
- for (unsigned j = 0; j < vec4_slots; j++)
- n->u[j].Initialized = true;
-
var->location = next_position;
-
- for (unsigned j = 0; j < vec4_slots; j++) {
- switch (prog->_LinkedShaders[i]->Type) {
- case GL_VERTEX_SHADER:
- n->u[j].VertPos = next_position;
- break;
- case GL_FRAGMENT_SHADER:
- n->u[j].FragPos = next_position;
- break;
- case GL_GEOMETRY_SHADER:
- /* FINISHME: Support geometry shaders. */
- assert(prog->_LinkedShaders[i]->Type != GL_GEOMETRY_SHADER);
- break;
- }
-
- next_position++;
- }
+ add_uniform(mem_ctx, &uniforms, ht, var->name, var->type,
+ prog->_LinkedShaders[i]->Type,
+ &next_position, &total_uniforms);
}
}
+ talloc_free(mem_ctx);
+
gl_uniform_list *ul = (gl_uniform_list *)
calloc(1, sizeof(gl_uniform_list));
@@ -960,8 +1007,8 @@ assign_uniform_locations(struct gl_shader_program *prog)
next = (uniform_node *) node->link.next;
node->link.remove();
- memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform) * node->slots);
- idx += node->slots;
+ memcpy(&ul->Uniforms[idx], node->u, sizeof(gl_uniform));
+ idx++;
free(node->u);
free(node);