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authorTimothy Arceri <[email protected]>2015-09-30 11:00:02 +1000
committerTimothy Arceri <[email protected]>2015-10-05 10:53:24 +1100
commit763cd8c080353482cb41da578cb3d6f7892a0c9f (patch)
treedff9ba9c0e6a4ebc0e706d578fe5313bc1cbda4f /src/glsl/link_uniforms.cpp
parentb85757bc72350df609f50e000512bc80d07f1497 (diff)
glsl: reduce memory footprint of uniform_storage struct
The uniform will only be of a single type so store the data for opaque types in a single array. Cc: Francisco Jerez <[email protected]> Cc: Ilia Mirkin <[email protected]>
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
-rw-r--r--src/glsl/link_uniforms.cpp41
1 files changed, 18 insertions, 23 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 740b0a46aee..0642ddc4bf5 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -566,7 +566,7 @@ private:
struct gl_uniform_storage *uniform, const char *name)
{
if (base_type->is_sampler()) {
- uniform->sampler[shader_type].active = true;
+ uniform->opaque[shader_type].active = true;
/* Handle multiple samplers inside struct arrays */
if (this->record_array_count > 1) {
@@ -586,8 +586,8 @@ private:
/* In this case, we've already seen this uniform so we just use
* the next sampler index recorded the last time we visited.
*/
- uniform->sampler[shader_type].index = index;
- index = inner_array_size + uniform->sampler[shader_type].index;
+ uniform->opaque[shader_type].index = index;
+ index = inner_array_size + uniform->opaque[shader_type].index;
this->record_next_sampler->put(index, name_copy);
ralloc_free(name_copy);
@@ -605,13 +605,13 @@ private:
* structs. This allows the offset to be easily calculated for
* indirect indexing.
*/
- uniform->sampler[shader_type].index = this->next_sampler;
+ uniform->opaque[shader_type].index = this->next_sampler;
this->next_sampler +=
inner_array_size * this->record_array_count;
/* Store the next index for future passes over the struct array
*/
- index = uniform->sampler[shader_type].index + inner_array_size;
+ index = uniform->opaque[shader_type].index + inner_array_size;
this->record_next_sampler->put(index, name_copy);
ralloc_free(name_copy);
}
@@ -619,22 +619,19 @@ private:
/* Increment the sampler by 1 for non-arrays and by the number of
* array elements for arrays.
*/
- uniform->sampler[shader_type].index = this->next_sampler;
+ uniform->opaque[shader_type].index = this->next_sampler;
this->next_sampler += MAX2(1, uniform->array_elements);
}
const gl_texture_index target = base_type->sampler_index();
const unsigned shadow = base_type->sampler_shadow;
- for (unsigned i = uniform->sampler[shader_type].index;
+ for (unsigned i = uniform->opaque[shader_type].index;
i < MIN2(this->next_sampler, MAX_SAMPLERS);
i++) {
this->targets[i] = target;
this->shader_samplers_used |= 1U << i;
this->shader_shadow_samplers |= shadow << i;
}
- } else {
- uniform->sampler[shader_type].index = ~0;
- uniform->sampler[shader_type].active = false;
}
}
@@ -642,17 +639,14 @@ private:
struct gl_uniform_storage *uniform)
{
if (base_type->is_image()) {
- uniform->image[shader_type].index = this->next_image;
- uniform->image[shader_type].active = true;
+ uniform->opaque[shader_type].index = this->next_image;
+ uniform->opaque[shader_type].active = true;
/* Increment the image index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
this->next_image += MAX2(1, uniform->array_elements);
- } else {
- uniform->image[shader_type].index = ~0;
- uniform->image[shader_type].active = false;
}
}
@@ -660,17 +654,14 @@ private:
struct gl_uniform_storage *uniform)
{
if (base_type->is_subroutine()) {
- uniform->subroutine[shader_type].index = this->next_subroutine;
- uniform->subroutine[shader_type].active = true;
+ uniform->opaque[shader_type].index = this->next_subroutine;
+ uniform->opaque[shader_type].active = true;
/* Increment the subroutine index by 1 for non-arrays and by the
* number of array elements for arrays.
*/
this->next_subroutine += MAX2(1, uniform->array_elements);
- } else {
- uniform->subroutine[shader_type].index = ~0;
- uniform->subroutine[shader_type].active = false;
}
}
@@ -738,6 +729,10 @@ private:
base_type = type;
}
+ /* Initialise opaque data */
+ this->uniforms[id].opaque[shader_type].index = ~0;
+ this->uniforms[id].opaque[shader_type].active = false;
+
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id], name);
handle_images(base_type, &this->uniforms[id]);
@@ -1029,7 +1024,7 @@ link_set_image_access_qualifiers(struct gl_shader_program *prog)
assert(found);
(void) found;
const gl_uniform_storage *storage = &prog->UniformStorage[id];
- const unsigned index = storage->image[i].index;
+ const unsigned index = storage->opaque[i].index;
const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
var->data.image_write_only ? GL_WRITE_ONLY :
GL_READ_WRITE);
@@ -1238,7 +1233,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
if (!sh)
continue;
- if (!uniforms[i].subroutine[j].active)
+ if (!uniforms[i].opaque[j].active)
continue;
/* How many new entries for this uniform? */
@@ -1268,7 +1263,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
if (!sh)
continue;
- if (!uniforms[i].subroutine[j].active)
+ if (!uniforms[i].opaque[j].active)
continue;
sh->SubroutineUniformRemapTable =