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Diffstat (limited to 'src/glsl/link_uniforms.cpp')
-rw-r--r--src/glsl/link_uniforms.cpp117
1 files changed, 107 insertions, 10 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 11ae06f9bfb..254086dc050 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -47,9 +47,10 @@
static unsigned
values_for_type(const glsl_type *type)
{
- if (type->is_sampler()) {
+ if (type->is_sampler() || type->is_subroutine()) {
return 1;
- } else if (type->is_array() && type->fields.array->is_sampler()) {
+ } else if (type->is_array() && (type->fields.array->is_sampler() ||
+ type->fields.array->is_subroutine())) {
return type->array_size();
} else {
return type->component_slots();
@@ -284,6 +285,7 @@ public:
count_uniform_size(struct string_to_uint_map *map)
: num_active_uniforms(0), num_values(0), num_shader_samplers(0),
num_shader_images(0), num_shader_uniform_components(0),
+ num_shader_subroutines(0),
is_ubo_var(false), map(map)
{
/* empty */
@@ -294,11 +296,12 @@ public:
this->num_shader_samplers = 0;
this->num_shader_images = 0;
this->num_shader_uniform_components = 0;
+ this->num_shader_subroutines = 0;
}
void process(ir_variable *var)
{
- this->is_ubo_var = var->is_in_uniform_block();
+ this->is_ubo_var = var->is_in_buffer_block();
if (var->is_interface_instance())
program_resource_visitor::process(var->get_interface_type(),
var->get_interface_type()->name);
@@ -331,6 +334,11 @@ public:
*/
unsigned num_shader_uniform_components;
+ /**
+ * Number of subroutine uniforms used
+ */
+ unsigned num_shader_subroutines;
+
bool is_ubo_var;
private:
@@ -348,7 +356,9 @@ private:
* count it for each shader target.
*/
const unsigned values = values_for_type(type);
- if (type->contains_sampler()) {
+ if (type->contains_subroutine()) {
+ this->num_shader_subroutines += values;
+ } else if (type->contains_sampler()) {
this->num_shader_samplers += values;
} else if (type->contains_image()) {
this->num_shader_images += values;
@@ -421,6 +431,7 @@ public:
this->shader_shadow_samplers = 0;
this->next_sampler = 0;
this->next_image = 0;
+ this->next_subroutine = 0;
memset(this->targets, 0, sizeof(this->targets));
}
@@ -431,7 +442,7 @@ public:
field_counter = 0;
ubo_block_index = -1;
- if (var->is_in_uniform_block()) {
+ if (var->is_in_buffer_block()) {
if (var->is_interface_instance() && var->type->is_array()) {
unsigned l = strlen(var->get_interface_type()->name);
@@ -535,6 +546,24 @@ private:
}
}
+ void handle_subroutines(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform)
+ {
+ if (base_type->is_subroutine()) {
+ uniform->subroutine[shader_type].index = this->next_subroutine;
+ uniform->subroutine[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;
+ }
+ }
+
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
{
@@ -588,6 +617,7 @@ private:
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id]);
handle_images(base_type, &this->uniforms[id]);
+ handle_subroutines(base_type, &this->uniforms[id]);
/* If there is already storage associated with this uniform or if the
* uniform is set as builtin, it means that it was set while processing
@@ -672,6 +702,7 @@ private:
struct gl_uniform_storage *uniforms;
unsigned next_sampler;
unsigned next_image;
+ unsigned next_subroutine;
public:
union gl_constant_value *values;
@@ -763,10 +794,11 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
foreach_in_list(ir_instruction, node, shader->ir) {
ir_variable *const var = node->as_variable();
- if ((var == NULL) || !var->is_in_uniform_block())
+ if ((var == NULL) || !var->is_in_buffer_block())
continue;
- assert(var->data.mode == ir_var_uniform);
+ assert(var->data.mode == ir_var_uniform ||
+ var->data.mode == ir_var_shader_storage);
if (var->is_interface_instance()) {
var->data.location = 0;
@@ -943,7 +975,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->data.mode != ir_var_uniform))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform &&
+ var->data.mode != ir_var_shader_storage))
continue;
uniform_size.process(var);
@@ -952,8 +985,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
sh->num_samplers = uniform_size.num_shader_samplers;
sh->NumImages = uniform_size.num_shader_images;
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
-
sh->num_combined_uniform_components = sh->num_uniform_components;
+
for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
sh->num_combined_uniform_components +=
sh->UniformBlocks[i].UniformBufferSize / 4;
@@ -987,7 +1020,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
foreach_in_list(ir_instruction, node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = node->as_variable();
- if ((var == NULL) || (var->data.mode != ir_var_uniform))
+ if ((var == NULL) || (var->data.mode != ir_var_uniform && var->data.mode != ir_var_shader_storage))
continue;
parcel.set_and_process(prog, var);
@@ -1006,6 +1039,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < num_uniforms; i++) {
+ if (uniforms[i].type->is_subroutine())
+ continue;
+
if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniforms[i].array_elements);
@@ -1023,6 +1059,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
/* Reserve locations for rest of the uniforms. */
for (unsigned i = 0; i < num_uniforms; i++) {
+ if (uniforms[i].type->is_subroutine())
+ continue;
/* Built-in uniforms should not get any location. */
if (uniforms[i].builtin)
continue;
@@ -1051,6 +1089,65 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
prog->NumUniformRemapTable += entries;
}
+ /* Reserve all the explicit locations of the active subroutine uniforms. */
+ for (unsigned i = 0; i < num_uniforms; i++) {
+ if (!uniforms[i].type->is_subroutine())
+ continue;
+
+ if (uniforms[i].remap_location == UNMAPPED_UNIFORM_LOC)
+ continue;
+
+ for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ struct gl_shader *sh = prog->_LinkedShaders[j];
+ if (!sh)
+ continue;
+
+ if (!uniforms[i].subroutine[j].active)
+ continue;
+
+ /* 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 k = 0; k < entries; k++) {
+ unsigned element_loc = uniforms[i].remap_location + k;
+ assert(sh->SubroutineUniformRemapTable[element_loc] ==
+ INACTIVE_UNIFORM_EXPLICIT_LOCATION);
+ sh->SubroutineUniformRemapTable[element_loc] = &uniforms[i];
+ }
+ }
+ }
+
+ /* reserve subroutine locations */
+ for (unsigned i = 0; i < num_uniforms; i++) {
+
+ if (!uniforms[i].type->is_subroutine())
+ continue;
+ const unsigned entries = MAX2(1, uniforms[i].array_elements);
+
+ if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC)
+ continue;
+ for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
+ struct gl_shader *sh = prog->_LinkedShaders[j];
+ if (!sh)
+ continue;
+
+ if (!uniforms[i].subroutine[j].active)
+ continue;
+
+ sh->SubroutineUniformRemapTable =
+ reralloc(sh,
+ sh->SubroutineUniformRemapTable,
+ gl_uniform_storage *,
+ sh->NumSubroutineUniformRemapTable + entries);
+
+ for (unsigned k = 0; k < entries; k++)
+ sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] = &uniforms[i];
+ uniforms[i].remap_location = sh->NumSubroutineUniformRemapTable;
+ sh->NumSubroutineUniformRemapTable += entries;
+ }
+ }
+
#ifndef NDEBUG
for (unsigned i = 0; i < num_uniforms; i++) {
assert(uniforms[i].storage != NULL || uniforms[i].builtin);