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authorTimothy Arceri <[email protected]>2016-03-18 21:51:49 +1100
committerTimothy Arceri <[email protected]>2017-02-17 11:18:42 +1100
commitc4cff5f40254deb89ecb3569fc2936cc859c0a81 (patch)
tree89ea6e6658d7d872e99c0c4ee6c020ffe7313fca /src/compiler/glsl
parent3c45d8f4642b86eeecd7b8c30b4e6225d4e9ebdc (diff)
glsl: add basic support for resource list to shader cache
This initially adds support for simple uniforms and varyings. Reviewed-by: Nicolai Hähnle <[email protected]>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r--src/compiler/glsl/shader_cache.cpp121
1 files changed, 121 insertions, 0 deletions
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index cc34ef1de8e..b9ffbb25cfd 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -416,6 +416,123 @@ read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog)
}
static void
+write_program_resource_data(struct blob *metadata,
+ struct gl_shader_program *prog,
+ struct gl_program_resource *res)
+{
+ switch(res->Type) {
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT: {
+ const gl_shader_variable *var = (gl_shader_variable *)res->Data;
+ blob_write_bytes(metadata, var, sizeof(gl_shader_variable));
+ encode_type_to_blob(metadata, var->type);
+
+ if (var->interface_type)
+ encode_type_to_blob(metadata, var->interface_type);
+
+ if (var->outermost_struct_type)
+ encode_type_to_blob(metadata, var->outermost_struct_type);
+
+ blob_write_string(metadata, var->name);
+ break;
+ }
+ case GL_BUFFER_VARIABLE:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_UNIFORM:
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ if (strcmp(((gl_uniform_storage *)res->Data)->name,
+ prog->data->UniformStorage[i].name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ default:
+ assert(!"Support for writing resource not yet implemented.");
+ }
+}
+
+static void
+read_program_resource_data(struct blob_reader *metadata,
+ struct gl_shader_program *prog,
+ struct gl_program_resource *res)
+{
+ switch(res->Type) {
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT: {
+ gl_shader_variable *var = ralloc(prog, struct gl_shader_variable);
+
+ blob_copy_bytes(metadata, (uint8_t *) var, sizeof(gl_shader_variable));
+ var->type = decode_type_from_blob(metadata);
+
+ if (var->interface_type)
+ var->interface_type = decode_type_from_blob(metadata);
+
+ if (var->outermost_struct_type)
+ var->outermost_struct_type = decode_type_from_blob(metadata);
+
+ var->name = ralloc_strdup(prog, blob_read_string(metadata));
+
+ res->Data = var;
+ break;
+ }
+ case GL_BUFFER_VARIABLE:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_UNIFORM:
+ res->Data = &prog->data->UniformStorage[blob_read_uint32(metadata)];
+ break;
+ default:
+ assert(!"Support for reading resource not yet implemented.");
+ }
+}
+
+static void
+write_program_resource_list(struct blob *metadata,
+ struct gl_shader_program *prog)
+{
+ blob_write_uint32(metadata, prog->data->NumProgramResourceList);
+
+ for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
+ blob_write_uint32(metadata, prog->data->ProgramResourceList[i].Type);
+ write_program_resource_data(metadata, prog,
+ &prog->data->ProgramResourceList[i]);
+ blob_write_bytes(metadata,
+ &prog->data->ProgramResourceList[i].StageReferences,
+ sizeof(prog->data->ProgramResourceList[i].StageReferences));
+ }
+}
+
+static void
+read_program_resource_list(struct blob_reader *metadata,
+ struct gl_shader_program *prog)
+{
+ prog->data->NumProgramResourceList = blob_read_uint32(metadata);
+
+ prog->data->ProgramResourceList =
+ ralloc_array(prog, gl_program_resource,
+ prog->data->NumProgramResourceList);
+
+ for (unsigned i = 0; i < prog->data->NumProgramResourceList; i++) {
+ prog->data->ProgramResourceList[i].Type = blob_read_uint32(metadata);
+ read_program_resource_data(metadata, prog,
+ &prog->data->ProgramResourceList[i]);
+ blob_copy_bytes(metadata,
+ (uint8_t *) &prog->data->ProgramResourceList[i].StageReferences,
+ sizeof(prog->data->ProgramResourceList[i].StageReferences));
+ }
+}
+
+static void
write_shader_parameters(struct blob *metadata,
struct gl_program_parameter_list *params)
{
@@ -576,6 +693,8 @@ shader_cache_write_program_metadata(struct gl_context *ctx,
write_uniform_remap_table(metadata, prog);
+ write_program_resource_list(metadata, prog);
+
char sha1_buf[41];
for (unsigned i = 0; i < prog->NumShaders; i++) {
disk_cache_put_key(cache, prog->Shaders[i]->sha1);
@@ -679,6 +798,8 @@ shader_cache_read_program_metadata(struct gl_context *ctx,
read_uniform_remap_table(&metadata, prog);
+ read_program_resource_list(&metadata, prog);
+
if (metadata.current != metadata.end || metadata.overrun) {
/* Something has gone wrong discard the item from the cache and rebuild
* from source.