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authorPlamena Manolova <[email protected]>2016-02-11 15:00:02 +0200
committerTapani Pälli <[email protected]>2016-02-18 11:53:35 +0200
commit65dfb3048e8291675ca33581aeff8921f7ea509d (patch)
tree8a2aba1e5b5460df1eff630bfcda3ba0b4524d88 /src/mesa/main
parentd335b6abc0eaa7506203df7c99898645214b4c72 (diff)
compiler/glsl: Fix uniform location counting.
This patch moves the calculation of current uniforms to link_uniforms, which makes use of UniformRemapTable which stores all the reserved uniform locations. Location assignment for implicit uniforms now tries to use any gaps left in the table after the location assignment for explicit uniforms. This gives us more space to store more uniforms. Patch is based on earlier patch with following changes/additions: 1: Move the counting of explicit locations to check_explicit_uniform_locations and then pass the number to link_assign_uniform_locations. 2: Count the number of empty slots in UniformRemapTable and store them in a list_head. 3: Try to find an empty slot for implicit locations from the list, if that fails resize UniformRemapTable. Fixes following CTS tests: ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array Signed-off-by: Tapani Pälli <[email protected]> Signed-off-by: Plamena Manolova <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]> Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/mtypes.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index e5f2da0b3c4..12d3863719b 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -44,6 +44,7 @@
#include "math/m_matrix.h" /* GLmatrix */
#include "compiler/shader_enums.h"
#include "main/formats.h" /* MESA_FORMAT_COUNT */
+#include "compiler/glsl/list.h"
#ifdef __cplusplus
@@ -2771,6 +2772,13 @@ struct gl_shader_program
struct gl_uniform_storage **UniformRemapTable;
/**
+ * Sometimes there are empty slots left over in UniformRemapTable after we
+ * allocate slots to explicit locations. This list stores the blocks of
+ * continuous empty slots inside UniformRemapTable.
+ */
+ struct exec_list EmptyUniformLocations;
+
+ /**
* Size of the gl_ClipDistance array that is output from the last pipeline
* stage before the fragment shader.
*/