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-rw-r--r--src/compiler/glsl/ir_uniform.h5
-rw-r--r--src/compiler/glsl/link_uniforms.cpp2
-rw-r--r--src/compiler/glsl/shader_cache.cpp2
3 files changed, 9 insertions, 0 deletions
diff --git a/src/compiler/glsl/ir_uniform.h b/src/compiler/glsl/ir_uniform.h
index 9841df8cde1..9545c4930c7 100644
--- a/src/compiler/glsl/ir_uniform.h
+++ b/src/compiler/glsl/ir_uniform.h
@@ -107,6 +107,11 @@ struct gl_uniform_storage {
struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
/**
+ * Mask of shader stages (1 << MESA_SHADER_xxx) where this uniform is used.
+ */
+ unsigned active_shader_mask;
+
+ /**
* Storage used by the driver for the uniform
*/
unsigned num_driver_storage;
diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp
index d2cb22c2066..1b87c5860b6 100644
--- a/src/compiler/glsl/link_uniforms.cpp
+++ b/src/compiler/glsl/link_uniforms.cpp
@@ -766,6 +766,8 @@ private:
this->uniforms[id].opaque[shader_type].index = ~0;
this->uniforms[id].opaque[shader_type].active = false;
+ this->uniforms[id].active_shader_mask |= 1 << shader_type;
+
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id], name);
handle_images(base_type, &this->uniforms[id], name);
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp
index fdeab8e56c6..cc4d24482d9 100644
--- a/src/compiler/glsl/shader_cache.cpp
+++ b/src/compiler/glsl/shader_cache.cpp
@@ -576,6 +576,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
+ blob_write_uint32(metadata, prog->data->UniformStorage[i].active_shader_mask);
blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
blob_write_uint32(metadata, prog->data->UniformStorage[i].is_bindless);
@@ -641,6 +642,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
uniforms[i].array_stride = blob_read_uint32(metadata);
uniforms[i].hidden = blob_read_uint32(metadata);
uniforms[i].is_shader_storage = blob_read_uint32(metadata);
+ uniforms[i].active_shader_mask = blob_read_uint32(metadata);
uniforms[i].matrix_stride = blob_read_uint32(metadata);
uniforms[i].row_major = blob_read_uint32(metadata);
uniforms[i].is_bindless = blob_read_uint32(metadata);