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authorTapani Pälli <[email protected]>2014-03-13 12:48:27 +0200
committerTapani Pälli <[email protected]>2014-06-16 06:49:59 +0300
commitdd2a6519b919395cfb57e0a18be1d7ca858808e2 (patch)
tree1283e882dc01cee980231f7237cd7a2ff7816161 /src/glsl
parenteca9d160483fa04caa8c8aeb527d7e42016dfeb2 (diff)
glsl/linker: assign explicit uniform locations
Patch refactors the existing uniform processing so explicit locations are taken in to account during variable processing. These locations are temporarily stored in gl_uniform_storage before actual locations are set. UNMAPPED_UNIFORM_LOC marks unset location so that we can use 0 as a valid explicit location. When locations are set, UniformRemapTable is first populated with uniforms that have explicit location set (inactive and active ones), rest are put after explicit location slots. v2: introduce define for locations that have not been set yet (Ian) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/link_uniforms.cpp61
1 files changed, 56 insertions, 5 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index ba66053ed2a..66f6d4db3a5 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -37,6 +37,11 @@
*/
/**
+ * Used by linker to indicate uniforms that have no location set.
+ */
+#define UNMAPPED_UNIFORM_LOC ~0u
+
+/**
* Count the backing storage requirements for a type
*/
static unsigned
@@ -386,6 +391,9 @@ public:
void set_and_process(struct gl_shader_program *prog,
ir_variable *var)
{
+ current_var = var;
+ field_counter = 0;
+
ubo_block_index = -1;
if (var->is_in_uniform_block()) {
if (var->is_interface_instance() && var->type->is_array()) {
@@ -542,6 +550,22 @@ private:
return;
}
+ /* Assign explicit locations. */
+ if (current_var->data.explicit_location) {
+ /* Set sequential locations for struct fields. */
+ if (record_type != NULL) {
+ const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
+ this->uniforms[id].remap_location =
+ current_var->data.location + field_counter;
+ field_counter += entries;
+ } else {
+ this->uniforms[id].remap_location = current_var->data.location;
+ }
+ } else {
+ /* Initialize to to indicate that no location is set */
+ this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC;
+ }
+
this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
this->uniforms[id].type = base_type;
this->uniforms[id].initialized = 0;
@@ -597,6 +621,17 @@ public:
gl_texture_index targets[MAX_SAMPLERS];
/**
+ * Current variable being processed.
+ */
+ ir_variable *current_var;
+
+ /**
+ * Field counter is used to take care that uniform structures
+ * with explicit locations get sequential locations.
+ */
+ unsigned field_counter;
+
+ /**
* Mask of samplers used by the current shader stage.
*/
unsigned shader_samplers_used;
@@ -798,10 +833,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
prog->UniformStorage = NULL;
prog->NumUserUniformStorage = 0;
- ralloc_free(prog->UniformRemapTable);
- prog->UniformRemapTable = NULL;
- prog->NumUniformRemapTable = 0;
-
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
} else {
@@ -914,8 +945,28 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
}
- /* Build the uniform remap table that is used to set/get uniform locations */
+ /* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < num_user_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);
+
+ /* Set remap table entries point to correct gl_uniform_storage. */
+ for (unsigned j = 0; j < entries; j++) {
+ unsigned element_loc = uniforms[i].remap_location + j;
+ assert(prog->UniformRemapTable[element_loc] ==
+ INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+ prog->UniformRemapTable[element_loc] = &uniforms[i];
+ }
+ }
+ }
+
+ /* Reserve locations for rest of the uniforms. */
+ for (unsigned i = 0; i < num_user_uniforms; i++) {
+
+ /* Explicit ones have been set already. */
+ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+ continue;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);