diff options
author | Martin Peres <[email protected]> | 2015-05-21 15:51:09 +0300 |
---|---|---|
committer | Martin Peres <[email protected]> | 2015-06-04 09:25:00 +0300 |
commit | 87a4bc511811327a00f9bbc1b6870b7fa46675f7 (patch) | |
tree | c96c9d1eb9fe62a2ba0d40b62bbdd26f0614e7fe /src/glsl/link_uniforms.cpp | |
parent | 4fd42a7c2798d03476c84b79cb855984a15c222c (diff) |
mesa: reference built-in uniforms into gl_uniform_storage
This change introduces a new field in gl_uniform_storage to
explicitely say that a uniform is built-in. In the case where it is,
no storage is defined to make it clear that it is read-only from the
mesa side. I fixed all the places in the code that made use of the
structure that I changed. Any place making a wrong assumption and using
the storage straight away will just crash.
This patch seems to implement the path of least resistance towards
listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs).
Reviewed-by: Tapani Pälli <[email protected]>
Signed-off-by: Martin Peres <[email protected]>
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
-rw-r--r-- | src/glsl/link_uniforms.cpp | 55 |
1 files changed, 26 insertions, 29 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index 2c928e1445b..11ae06f9bfb 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -589,12 +589,13 @@ private: handle_samplers(base_type, &this->uniforms[id]); handle_images(base_type, &this->uniforms[id]); - /* If there is already storage associated with this uniform, it means - * that it was set while processing an earlier shader stage. For - * example, we may be processing the uniform in the fragment shader, but - * the uniform was already processed in the vertex shader. + /* If there is already storage associated with this uniform or if the + * uniform is set as builtin, it means that it was set while processing + * an earlier shader stage. For example, we may be processing the + * uniform in the fragment shader, but the uniform was already processed + * in the vertex shader. */ - if (this->uniforms[id].storage != NULL) { + if (this->uniforms[id].storage != NULL || this->uniforms[id].builtin) { return; } @@ -619,10 +620,15 @@ private: this->uniforms[id].initialized = 0; this->uniforms[id].num_driver_storage = 0; this->uniforms[id].driver_storage = NULL; - this->uniforms[id].storage = this->values; this->uniforms[id].atomic_buffer_index = -1; this->uniforms[id].hidden = current_var->data.how_declared == ir_var_hidden; + this->uniforms[id].builtin = is_gl_identifier(name); + + /* Do not assign storage if the uniform is builtin */ + if (!this->uniforms[id].builtin) + this->uniforms[id].storage = this->values; + if (this->ubo_block_index != -1) { this->uniforms[id].block_index = this->ubo_block_index; @@ -894,7 +900,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog, { ralloc_free(prog->UniformStorage); prog->UniformStorage = NULL; - prog->NumUserUniformStorage = 0; + prog->NumUniformStorage = 0; if (prog->UniformHash != NULL) { prog->UniformHash->clear(); @@ -940,14 +946,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog, if ((var == NULL) || (var->data.mode != ir_var_uniform)) continue; - /* FINISHME: Update code to process built-in uniforms! - */ - if (is_gl_identifier(var->name)) { - uniform_size.num_shader_uniform_components += - var->type->component_slots(); - continue; - } - uniform_size.process(var); } @@ -962,16 +960,16 @@ link_assign_uniform_locations(struct gl_shader_program *prog, } } - const unsigned num_user_uniforms = uniform_size.num_active_uniforms; + const unsigned num_uniforms = uniform_size.num_active_uniforms; const unsigned num_data_slots = uniform_size.num_values; /* On the outside chance that there were no uniforms, bail out. */ - if (num_user_uniforms == 0) + if (num_uniforms == 0) return; struct gl_uniform_storage *uniforms = - rzalloc_array(prog, struct gl_uniform_storage, num_user_uniforms); + rzalloc_array(prog, struct gl_uniform_storage, num_uniforms); union gl_constant_value *data = rzalloc_array(uniforms, union gl_constant_value, num_data_slots); #ifndef NDEBUG @@ -992,11 +990,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog, if ((var == NULL) || (var->data.mode != ir_var_uniform)) continue; - /* FINISHME: Update code to process built-in uniforms! - */ - if (is_gl_identifier(var->name)) - continue; - parcel.set_and_process(prog, var); } @@ -1009,10 +1002,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog, } const unsigned hidden_uniforms = - move_hidden_uniforms_to_end(prog, uniforms, num_user_uniforms); + move_hidden_uniforms_to_end(prog, uniforms, num_uniforms); /* Reserve all the explicit locations of the active uniforms. */ - for (unsigned i = 0; i < num_user_uniforms; i++) { + for (unsigned i = 0; i < num_uniforms; i++) { if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) { /* How many new entries for this uniform? */ const unsigned entries = MAX2(1, uniforms[i].array_elements); @@ -1028,7 +1021,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog, } /* Reserve locations for rest of the uniforms. */ - for (unsigned i = 0; i < num_user_uniforms; i++) { + for (unsigned i = 0; i < num_uniforms; i++) { + + /* Built-in uniforms should not get any location. */ + if (uniforms[i].builtin) + continue; /* Explicit ones have been set already. */ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) @@ -1055,14 +1052,14 @@ link_assign_uniform_locations(struct gl_shader_program *prog, } #ifndef NDEBUG - for (unsigned i = 0; i < num_user_uniforms; i++) { - assert(uniforms[i].storage != NULL); + for (unsigned i = 0; i < num_uniforms; i++) { + assert(uniforms[i].storage != NULL || uniforms[i].builtin); } assert(parcel.values == data_end); #endif - prog->NumUserUniformStorage = num_user_uniforms; + prog->NumUniformStorage = num_uniforms; prog->NumHiddenUniforms = hidden_uniforms; prog->UniformStorage = uniforms; |