diff options
author | Iago Toral Quiroga <[email protected]> | 2015-10-01 10:17:30 +0200 |
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committer | Iago Toral Quiroga <[email protected]> | 2015-10-14 08:11:13 +0200 |
commit | d31f98a272e429d5782192919b7628494ad1adf3 (patch) | |
tree | 59f1de3735e5ce2050a93ac6227447a09a3d88fb /src/glsl/linker.cpp | |
parent | 27dccf097d053b085c498a7bcab47197a5e83525 (diff) |
mesa: Add {Num}UniformBlocks and {Num}ShaderStorageBlocks to gl_shader{_program}
These arrays provide backends with separate index spaces for UBOS and SSBOs.
Reviewed-by: Kristian Høgsberg <[email protected]>
Diffstat (limited to 'src/glsl/linker.cpp')
-rw-r--r-- | src/glsl/linker.cpp | 61 |
1 files changed, 61 insertions, 0 deletions
diff --git a/src/glsl/linker.cpp b/src/glsl/linker.cpp index 8d30bea8cf0..972bd40fa9f 100644 --- a/src/glsl/linker.cpp +++ b/src/glsl/linker.cpp @@ -3599,6 +3599,42 @@ link_assign_subroutine_types(struct gl_shader_program *prog) } } +static void +split_ubos_and_ssbos(void *mem_ctx, + struct gl_uniform_block *blocks, + unsigned num_blocks, + struct gl_uniform_block ***ubos, + unsigned *num_ubos, + struct gl_uniform_block ***ssbos, + unsigned *num_ssbos) +{ + unsigned num_ubo_blocks = 0; + unsigned num_ssbo_blocks = 0; + + for (unsigned i = 0; i < num_blocks; i++) { + if (blocks[i].IsShaderStorage) + num_ssbo_blocks++; + else + num_ubo_blocks++; + } + + *ubos = ralloc_array(mem_ctx, gl_uniform_block *, num_ubo_blocks); + *num_ubos = 0; + + *ssbos = ralloc_array(mem_ctx, gl_uniform_block *, num_ssbo_blocks); + *num_ssbos = 0; + + for (unsigned i = 0; i < num_blocks; i++) { + if (blocks[i].IsShaderStorage) { + (*ssbos)[(*num_ssbos)++] = &blocks[i]; + } else { + (*ubos)[(*num_ubos)++] = &blocks[i]; + } + } + + assert(*num_ubos + *num_ssbos == num_blocks); +} + void link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) { @@ -4110,6 +4146,31 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) } } + /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks + * for gl_shader_program and gl_shader, so that drivers that need separate + * index spaces for each set can have that. + */ + for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) { + if (prog->_LinkedShaders[i] != NULL) { + gl_shader *sh = prog->_LinkedShaders[i]; + split_ubos_and_ssbos(sh, + sh->BufferInterfaceBlocks, + sh->NumBufferInterfaceBlocks, + &sh->UniformBlocks, + &sh->NumUniformBlocks, + &sh->ShaderStorageBlocks, + &sh->NumShaderStorageBlocks); + } + } + + split_ubos_and_ssbos(prog, + prog->BufferInterfaceBlocks, + prog->NumBufferInterfaceBlocks, + &prog->UniformBlocks, + &prog->NumUniformBlocks, + &prog->ShaderStorageBlocks, + &prog->NumShaderStorageBlocks); + /* FINISHME: Assign fragment shader output locations. */ done: |