diff options
author | Ian Romanick <[email protected]> | 2017-11-01 16:27:53 -0700 |
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committer | Ian Romanick <[email protected]> | 2017-11-08 18:37:29 -0800 |
commit | 24e78d99db177412da0285d5c6ed3c867d6a8adb (patch) | |
tree | bee1acfc3614f0d4e85fdb94c9feef9143942e20 /src/compiler/glsl/link_uniforms.cpp | |
parent | 88f5588f777d76fe48fded8add745b4da2024ebc (diff) |
glsl: Refactor matrix stride calculation into a utility function
Signed-off-by: Ian Romanick <[email protected]>
Reviewed-by: Thomas Helland <[email protected]>
Diffstat (limited to 'src/compiler/glsl/link_uniforms.cpp')
-rw-r--r-- | src/compiler/glsl/link_uniforms.cpp | 57 |
1 files changed, 46 insertions, 11 deletions
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index 4aa29f45b27..46c746bc701 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -398,6 +398,48 @@ private: } /* anonymous namespace */ +unsigned +link_calculate_matrix_stride(const glsl_type *matrix, bool row_major, + enum glsl_interface_packing packing) +{ + const unsigned N = matrix->is_double() ? 8 : 4; + const unsigned items = + row_major ? matrix->matrix_columns : matrix->vector_elements; + + assert(items <= 4); + + /* Matrix stride for std430 mat2xY matrices are not rounded up to + * vec4 size. + * + * Section 7.6.2.2 "Standard Uniform Block Layout" of the OpenGL 4.3 spec + * says: + * + * 2. If the member is a two- or four-component vector with components + * consuming N basic machine units, the base alignment is 2N or 4N, + * respectively. + * ... + * 4. If the member is an array of scalars or vectors, the base + * alignment and array stride are set to match the base alignment of + * a single array element, according to rules (1), (2), and (3), and + * rounded up to the base alignment of a vec4. + * ... + * 7. If the member is a row-major matrix with C columns and R rows, the + * matrix is stored identically to an array of R row vectors with C + * components each, according to rule (4). + * ... + * + * When using the std430 storage layout, shader storage blocks will be + * laid out in buffer storage identically to uniform and shader storage + * blocks using the std140 layout, except that the base alignment and + * stride of arrays of scalars and vectors in rule 4 and of structures + * in rule 9 are not rounded up a multiple of the base alignment of a + * vec4. + */ + return packing == GLSL_INTERFACE_PACKING_STD430 + ? (items < 3 ? items * N : glsl_align(items * N, 16)) + : glsl_align(items * N, 16); +} + /** * Class to help parcel out pieces of backing storage to uniforms * @@ -856,17 +898,10 @@ private: } if (type->without_array()->is_matrix()) { - const glsl_type *matrix = type->without_array(); - const unsigned N = matrix->is_double() ? 8 : 4; - const unsigned items = - row_major ? matrix->matrix_columns : matrix->vector_elements; - - assert(items <= 4); - if (packing == GLSL_INTERFACE_PACKING_STD430) - this->uniforms[id].matrix_stride = items < 3 ? items * N : - glsl_align(items * N, 16); - else - this->uniforms[id].matrix_stride = glsl_align(items * N, 16); + this->uniforms[id].matrix_stride = + link_calculate_matrix_stride(type->without_array(), + row_major, + packing); this->uniforms[id].row_major = row_major; } else { this->uniforms[id].matrix_stride = 0; |