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authorIago Toral Quiroga <[email protected]>2015-10-01 10:17:30 +0200
committerIago Toral Quiroga <[email protected]>2015-10-14 08:11:13 +0200
commitd31f98a272e429d5782192919b7628494ad1adf3 (patch)
tree59f1de3735e5ce2050a93ac6227447a09a3d88fb /src
parent27dccf097d053b085c498a7bcab47197a5e83525 (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')
-rw-r--r--src/glsl/linker.cpp61
-rw-r--r--src/glsl/standalone_scaffolding.cpp9
-rw-r--r--src/mesa/main/mtypes.h49
3 files changed, 118 insertions, 1 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:
diff --git a/src/glsl/standalone_scaffolding.cpp b/src/glsl/standalone_scaffolding.cpp
index 59527927776..eccf094b5cd 100644
--- a/src/glsl/standalone_scaffolding.cpp
+++ b/src/glsl/standalone_scaffolding.cpp
@@ -110,6 +110,15 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
ralloc_free(shProg->BufferInterfaceBlocks);
shProg->BufferInterfaceBlocks = NULL;
shProg->NumBufferInterfaceBlocks = 0;
+
+ ralloc_free(shProg->UniformBlocks);
+ shProg->UniformBlocks = NULL;
+ shProg->NumUniformBlocks = 0;
+
+ ralloc_free(shProg->ShaderStorageBlocks);
+ shProg->ShaderStorageBlocks = NULL;
+ shProg->NumShaderStorageBlocks = 0;
+
for (i = 0; i < MESA_SHADER_STAGES; i++) {
ralloc_free(shProg->UniformBlockStageIndex[i]);
shProg->UniformBlockStageIndex[i] = NULL;
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index f62ad3416ea..f7118c1e7a6 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2284,13 +2284,35 @@ struct gl_shader
unsigned num_combined_uniform_components;
/**
- * This shader's uniform block information.
+ * This shader's uniform/ssbo block information.
*
* These fields are only set post-linking.
+ *
+ * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
+ * useful during the linking process so that we don't have to handle SSBOs
+ * specifically.
+ *
+ * UniformBlocks is a list of UBOs. This is useful for backends that need
+ * or prefer to see separate index spaces for UBOS and SSBOs like the GL
+ * API specifies.
+ *
+ * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
+ * need or prefer to see separate index spaces for UBOS and SSBOs like the
+ * GL API specifies.
+ *
+ * UniformBlocks and ShaderStorageBlocks only have pointers into
+ * BufferInterfaceBlocks so the actual resource information is not
+ * duplicated.
*/
unsigned NumBufferInterfaceBlocks;
struct gl_uniform_block *BufferInterfaceBlocks;
+ unsigned NumUniformBlocks;
+ struct gl_uniform_block **UniformBlocks;
+
+ unsigned NumShaderStorageBlocks;
+ struct gl_uniform_block **ShaderStorageBlocks;
+
struct exec_list *ir;
struct exec_list *packed_varyings;
struct glsl_symbol_table *symbols;
@@ -2687,9 +2709,34 @@ struct gl_shader_program
*/
unsigned LastClipDistanceArraySize;
+ /**
+ * This shader's uniform/ssbo block information.
+ *
+ * BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
+ * useful during the linking process so that we don't have to handle SSBOs
+ * specifically.
+ *
+ * UniformBlocks is a list of UBOs. This is useful for backends that need
+ * or prefer to see separate index spaces for UBOS and SSBOs like the GL
+ * API specifies.
+ *
+ * ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
+ * need or prefer to see separate index spaces for UBOS and SSBOs like the
+ * GL API specifies.
+ *
+ * UniformBlocks and ShaderStorageBlocks only have pointers into
+ * BufferInterfaceBlocks so the actual resource information is not
+ * duplicated and are only set after linking.
+ */
unsigned NumBufferInterfaceBlocks;
struct gl_uniform_block *BufferInterfaceBlocks;
+ unsigned NumUniformBlocks;
+ struct gl_uniform_block **UniformBlocks;
+
+ unsigned NumShaderStorageBlocks;
+ struct gl_uniform_block **ShaderStorageBlocks;
+
/**
* Indices into the _LinkedShaders's UniformBlocks[] array for each stage
* they're used in, or -1.