diff options
author | Samuel Pitoiset <[email protected]> | 2017-05-11 17:43:18 +0200 |
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committer | Samuel Pitoiset <[email protected]> | 2017-05-12 10:30:30 +0200 |
commit | f87416f62d0a6874300cde340a199926074b14d2 (patch) | |
tree | 64aa313d3f6b170cf4f717915f4c404723e447a2 | |
parent | 70251e36314f7053ea62c93f69685f37d4a2ff58 (diff) |
glsl: add parcel_out_uniform_storage::set_opaque_indices() helper
In order to sort indices for images inside a struct array we
need to do something similar to samplers.
Signed-off-by: Samuel Pitoiset <[email protected]>
Reviewed-by: Timothy Arceri <[email protected]>
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 119 |
1 files changed, 65 insertions, 54 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index b34c8706a7f..0d1e65cf31e 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -508,66 +508,77 @@ public: gl_shader_stage shader_type; private: - void handle_samplers(const glsl_type *base_type, - struct gl_uniform_storage *uniform, const char *name) + bool set_opaque_indices(const glsl_type *base_type, + struct gl_uniform_storage *uniform, + const char *name, unsigned &next_index, + struct string_to_uint_map *record_next_index) { - if (base_type->is_sampler()) { - uniform->opaque[shader_type].active = true; - - /* Handle multiple samplers inside struct arrays */ - if (this->record_array_count > 1) { - unsigned inner_array_size = MAX2(1, uniform->array_elements); - char *name_copy = ralloc_strdup(NULL, name); - - /* Remove all array subscripts from the sampler name */ - char *str_start; - const char *str_end; - while((str_start = strchr(name_copy, '[')) && - (str_end = strchr(name_copy, ']'))) { - memmove(str_start, str_end + 1, 1 + strlen(str_end + 1)); - } - - unsigned index = 0; - if (this->record_next_sampler->get(index, name_copy)) { - /* In this case, we've already seen this uniform so we just use - * the next sampler index recorded the last time we visited. - */ - uniform->opaque[shader_type].index = index; - index = inner_array_size + uniform->opaque[shader_type].index; - this->record_next_sampler->put(index, name_copy); + assert(base_type->is_sampler() || base_type->is_image()); + + if (this->record_array_count > 1) { + unsigned inner_array_size = MAX2(1, uniform->array_elements); + char *name_copy = ralloc_strdup(NULL, name); + + /* Remove all array subscripts from the sampler/image name */ + char *str_start; + const char *str_end; + while((str_start = strchr(name_copy, '[')) && + (str_end = strchr(name_copy, ']'))) { + memmove(str_start, str_end + 1, 1 + strlen(str_end + 1)); + } - ralloc_free(name_copy); - /* Return as everything else has already been initialised in a - * previous pass. - */ - return; - } else { - /* We've never seen this uniform before so we need to allocate - * enough indices to store it. - * - * Nested struct arrays behave like arrays of arrays so we need - * to increase the index by the total number of elements of the - * sampler in case there is more than one sampler inside the - * structs. This allows the offset to be easily calculated for - * indirect indexing. - */ - uniform->opaque[shader_type].index = this->next_sampler; - this->next_sampler += - inner_array_size * this->record_array_count; + unsigned index = 0; + if (record_next_index->get(index, name_copy)) { + /* In this case, we've already seen this uniform so we just use the + * next sampler/image index recorded the last time we visited. + */ + uniform->opaque[shader_type].index = index; + index = inner_array_size + uniform->opaque[shader_type].index; + record_next_index->put(index, name_copy); - /* Store the next index for future passes over the struct array - */ - index = uniform->opaque[shader_type].index + inner_array_size; - this->record_next_sampler->put(index, name_copy); - ralloc_free(name_copy); - } + ralloc_free(name_copy); + /* Return as everything else has already been initialised in a + * previous pass. + */ + return false; } else { - /* Increment the sampler by 1 for non-arrays and by the number of - * array elements for arrays. + /* We've never seen this uniform before so we need to allocate + * enough indices to store it. + * + * Nested struct arrays behave like arrays of arrays so we need to + * increase the index by the total number of elements of the + * sampler/image in case there is more than one sampler/image + * inside the structs. This allows the offset to be easily + * calculated for indirect indexing. + */ + uniform->opaque[shader_type].index = next_index; + next_index += inner_array_size * this->record_array_count; + + /* Store the next index for future passes over the struct array */ - uniform->opaque[shader_type].index = this->next_sampler; - this->next_sampler += MAX2(1, uniform->array_elements); + index = uniform->opaque[shader_type].index + inner_array_size; + record_next_index->put(index, name_copy); + ralloc_free(name_copy); } + } else { + /* Increment the sampler/image by 1 for non-arrays and by the number + * of array elements for arrays. + */ + uniform->opaque[shader_type].index = next_index; + next_index += MAX2(1, uniform->array_elements); + } + return true; + } + + void handle_samplers(const glsl_type *base_type, + struct gl_uniform_storage *uniform, const char *name) + { + if (base_type->is_sampler()) { + uniform->opaque[shader_type].active = true; + + if (!set_opaque_indices(base_type, uniform, name, this->next_sampler, + this->record_next_sampler)) + return; const gl_texture_index target = base_type->sampler_index(); const unsigned shadow = base_type->sampler_shadow; |