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authorNeil Roberts <[email protected]>2018-02-19 14:04:54 +0100
committerAlejandro Piñeiro <[email protected]>2018-06-21 14:25:05 +0200
commitae0208e5b4ed75a8abd7c338db18952067f4d56e (patch)
tree7a95698d8ddf8e4614adf4359d43ba70d2bf7a19
parent57b618493102c63e840475a42c08a8cde7481ee9 (diff)
i965: Setup glsl uniforms by index rather than name matching
Previously when setting up a uniform it would try to walk the uniform storage slots and find one that matches the name of the given variable. However, each variable already has a location which is an index into the UniformStorage array so we can just directly jump to the right slot. Some of the variables take up more than one slot so we still need to calculate how many it uses. The main reason to do this is to support ARB_gl_spirv because in that case the uniforms don’t have names so the previous approach won’t work. Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r--src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp50
1 files changed, 37 insertions, 13 deletions
diff --git a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
index 64c745b609c..32d92ac6f5d 100644
--- a/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
+++ b/src/mesa/drivers/dri/i965/brw_nir_uniforms.cpp
@@ -118,35 +118,59 @@ brw_setup_image_uniform_values(gl_shader_stage stage,
}
}
+static unsigned
+count_uniform_storage_slots(const struct glsl_type *type)
+{
+ /* gl_uniform_storage can cope with one level of array, so if the
+ * type is a composite type or an array where each element occupies
+ * more than one slot than we need to recursively process it.
+ */
+ if (glsl_type_is_struct(type)) {
+ unsigned location_count = 0;
+
+ for (unsigned i = 0; i < glsl_get_length(type); i++) {
+ const struct glsl_type *field_type = glsl_get_struct_field(type, i);
+
+ location_count += count_uniform_storage_slots(field_type);
+ }
+
+ return location_count;
+ }
+
+ if (glsl_type_is_array(type)) {
+ const struct glsl_type *element_type = glsl_get_array_element(type);
+
+ if (glsl_type_is_array(element_type) ||
+ glsl_type_is_struct(element_type)) {
+ unsigned element_count = count_uniform_storage_slots(element_type);
+ return element_count * glsl_get_length(type);
+ }
+ }
+
+ return 1;
+}
+
static void
brw_nir_setup_glsl_uniform(gl_shader_stage stage, nir_variable *var,
const struct gl_program *prog,
struct brw_stage_prog_data *stage_prog_data,
bool is_scalar)
{
- int namelen = strlen(var->name);
-
/* The data for our (non-builtin) uniforms is stored in a series of
* gl_uniform_storage structs for each subcomponent that
* glGetUniformLocation() could name. We know it's been set up in the same
- * order we'd walk the type, so walk the list of storage and find anything
- * with our name, or the prefix of a component that starts with our name.
+ * order we'd walk the type, so walk the list of storage that matches the
+ * range of slots covered by this variable.
*/
unsigned uniform_index = var->data.driver_location / 4;
- for (unsigned u = 0; u < prog->sh.data->NumUniformStorage; u++) {
+ unsigned num_slots = count_uniform_storage_slots(var->type);
+ for (unsigned u = 0; u < num_slots; u++) {
struct gl_uniform_storage *storage =
- &prog->sh.data->UniformStorage[u];
+ &prog->sh.data->UniformStorage[var->data.location + u];
if (storage->builtin || storage->type->is_sampler())
continue;
- if (strncmp(var->name, storage->name, namelen) != 0 ||
- (storage->name[namelen] != 0 &&
- storage->name[namelen] != '.' &&
- storage->name[namelen] != '[')) {
- continue;
- }
-
if (storage->type->is_image()) {
brw_setup_image_uniform_values(stage, stage_prog_data,
uniform_index, storage);