diff options
Diffstat (limited to 'src/glsl/link_uniforms.cpp')
-rw-r--r-- | src/glsl/link_uniforms.cpp | 103 |
1 files changed, 99 insertions, 4 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index e786ddcaa90..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 */ @@ -294,6 +296,7 @@ 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) @@ -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)); } @@ -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; @@ -954,8 +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; @@ -1008,6 +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); @@ -1025,6 +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; @@ -1053,6 +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); |