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* glsl: add top level array size and stride to gl_uniform_storageTapani Pälli2015-10-141-10/+22
| | | | | | | | | | | | Patch adds 2 new fields to gl_uniform_storage so that we don't need to calculate these values during runtime shader queries. This is required by upcoming changes to free GLSL IR after linking. Patch moves 3 booleans inside structure so that structure size stays the same after this change. Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Samuel Iglesias Gonsálvez <[email protected]>
* glsl: reduce memory footprint of uniform_storage structTimothy Arceri2015-10-051-5/+1
| | | | | | | | The uniform will only be of a single type so store the data for opaque types in a single array. Cc: Francisco Jerez <[email protected]> Cc: Ilia Mirkin <[email protected]>
* main: Add SHADER_STORAGE_BLOCK and BUFFER_VARIABLE support for ↵Samuel Iglesias Gonsalvez2015-09-251-0/+5
| | | | | | | | | | | | | ARB_program_interface_query Including TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE queries. v2: - Use std430_array_stride() to get top level array stride following std430's rules. Signed-off-by: Samuel Iglesias Gonsalvez <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Kristian Høgsberg <[email protected]>
* glsl: add uniform and program resource support (v2)Dave Airlie2015-07-231-0/+8
| | | | | | | | | | | | | | | | | | | This adds linker support for subroutine uniforms, they have some subtle differences from real uniforms, we also hide them and they are given internal uniform names. This also adds the subroutine locations and subroutine uniforms to the program resource tracking for later use. v1.1: drop is_subroutine_def v2: handle explicit location properly, ARB_explicit_location has a lot of language for subroutine shaders. Calculate a link time the number of compatible subroutines for a uniform, to make program resource easier later. Acked-by: Kenneth Graunke <[email protected]> Signed-off-by: Dave Airlie <[email protected]>
* mesa: reference built-in uniforms into gl_uniform_storageMartin Peres2015-06-041-0/+5
| | | | | | | | | | | | | | | This change introduces a new field in gl_uniform_storage to explicitely say that a uniform is built-in. In the case where it is, no storage is defined to make it clear that it is read-only from the mesa side. I fixed all the places in the code that made use of the structure that I changed. Any place making a wrong assumption and using the storage straight away will just crash. This patch seems to implement the path of least resistance towards listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs). Reviewed-by: Tapani Pälli <[email protected]> Signed-off-by: Martin Peres <[email protected]>
* glsl: Add infrastructure for "hidden" uniforms.Kenneth Graunke2014-11-061-0/+6
| | | | | | | | | | | | | | | In the compiler, we'd like to generate implicit uniforms for internal use. These should not be visible via the GL uniform introspection API. To support that, we add a new ir_variable::how_declared value of ir_var_hidden, and plumb that through to gl_uniform_storage. v2 (idr): Fix some memory management issues in move_hidden_uniforms_to_end. The comment block on the function has more details. Signed-off-by: Kenneth Graunke <[email protected]> Signed-off-by: Ian Romanick <[email protected]>
* glsl: Delete unused gl_uniform_driver_format enum values.Kenneth Graunke2014-10-211-11/+0
| | | | | | | | | | | | | | A while back, Matt made the uniform upload functions simply upload ctx->Const.UniformBooleanTrue for boolean values instead of 0/1, which removed the need to convert it later. We also set UniformBooleanTrue to 1.0f for drivers which want to treat booleans as 0.0/1.0f. Nothing ever sets these, so they are dead. Signed-off-by: Kenneth Graunke <[email protected]> Reviewed-by: Tapani Pälli <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl/linker: initialize explicit uniform locationsTapani Pälli2014-06-161-0/+5
| | | | | | | | | | | Patch initializes the UniformRemapTable for explicit locations. This needs to happen before optimizations to make sure all inactive uniforms get their explicit locations correctly. v2: fix initialization bug, introduce define for inactive uniforms (Ian) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* glsl: Store gl_uniform_driver_storage::format as the actual typeIan Romanick2014-06-111-5/+2
| | | | | | | | And delete the incorrect comment. Signed-off-by: Ian Romanick <[email protected]> Reviewed-by: Matt Turner <[email protected]> Reviewed-by: Tapani Pälli <[email protected]>
* mesa/glsl: introduce a remap table for uniform locationsTapani Pälli2014-03-101-0/+6
| | | | | | | | | | | | | | | | | Patch adds a remap table for uniforms that is used to provide a mapping from application specified uniform location to actual location in the UniformStorage. Existing UniformLocationBaseScale usage is removed as table can be used to set sequential values for array uniform elements. This mapping helps to implement GL_ARB_explicit_uniform_location so that uniforms locations can be reorganized and handled in a more easy manner. v2: small fixes + rename parameters for merge and split functions (Ian) improve documentation, remove old check for location bounds (Eric) Signed-off-by: Tapani Pälli <[email protected]> Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: Add gl_uniform_storage fields to keep track of image uniform indices.Francisco Jerez2014-02-121-18/+23
| | | | | | v2: Promote anonymous struct into named struct. Reviewed-by: Paul Berry <[email protected]>
* mesa: Clean up nomenclature for pipeline stages.Paul Berry2014-01-081-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Previously, we had an enum called gl_shader_type which represented pipeline stages in the order they occur in the pipeline (i.e. MESA_SHADER_VERTEX=0, MESA_SHADER_GEOMETRY=1, etc), and several inconsistently named functions for converting between it and other representations: - _mesa_shader_type_to_string: gl_shader_type -> string - _mesa_shader_type_to_index: GLenum (GL_*_SHADER) -> gl_shader_type - _mesa_program_target_to_index: GLenum (GL_*_PROGRAM) -> gl_shader_type - _mesa_shader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string This patch tries to clean things up so that we use more consistent terminology: the enum is now called gl_shader_stage (to emphasize that it is in the order of pipeline stages), and the conversion functions are: - _mesa_shader_stage_to_string: gl_shader_stage -> string - _mesa_shader_enum_to_shader_stage: GLenum (GL_*_SHADER) -> gl_shader_stage - _mesa_program_enum_to_shader_stage: GLenum (GL_*_PROGRAM) -> gl_shader_stage - _mesa_progshader_enum_to_string: GLenum (GL_*_{SHADER,PROGRAM}) -> string In addition, MESA_SHADER_TYPES has been renamed to MESA_SHADER_STAGES, for consistency with the new name for the enum. Reviewed-by: Kenneth Graunke <[email protected]> v2: Also rename the "target" field of _mesa_glsl_parse_state and the "target" parameter of _mesa_shader_stage_to_string to "stage". Reviewed-by: Brian Paul <[email protected]>
* mesa: Add support for ARB_shader_atomic_counters.Francisco Jerez2013-10-291-0/+7
| | | | | | | | | | | | | | | This patch implements the common support code required for the ARB_shader_atomic_counters extension. It defines the necessary data structures for tracking atomic counter buffer objects (from now on "ABOs") associated with some specific context or shader program, it implements support for binding buffers to an ABO binding point and querying the existing atomic counters and buffers declared by GLSL shaders. v2: Fix extension checks. Drop unused MAX_ATOMIC_BUFFERS constant. Acked-by: Paul Berry <[email protected]> Reviewed-by: Ian Romanick <[email protected]>
* mesa: fix GLSL program objects with more than 16 samplers combinedMarek Olšák2013-05-281-9/+18
| | | | | | | | | | | | | | | | | | | | | | | | | | The problem is the sampler units are allocated from the same pool for all shader stages, so if a vertex shader uses 12 samplers (0..11), the fragment shader samplers start at index 12, leaving only 4 sampler units for the fragment shader. The main cause is probably the fact that samplers (texture unit -> sampler unit mapping, etc.) are tracked globally for an entire program object. This commit adapts the GLSL linker and core Mesa such that the sampler units are assigned to sampler uniforms for each shader stage separately (if a sampler uniform is used in all shader stages, it may occupy a different sampler unit in each, and vice versa, an i-th sampler unit may refer to a different sampler uniform in each shader stage), and the sampler-specific variables are moved from gl_shader_program to gl_shader. This doesn't require any driver changes, and it fixes piglit/max-samplers for gallium and classic swrast. It also works with any number of shader stages. v2: - converted tabs to spaces - added an assertion to _mesa_get_sampler_uniform_value Reviewed-by: Ian Romanick <[email protected]> Reviewed-by: Eric Anholt <[email protected]>
* glsl: Add a note about a surprising feature of gl_uniform_storage->type.Eric Anholt2012-12-281-0/+4
| | | | Reviewed-by: Kenneth Graunke <[email protected]>
* glsl: Propagate uniform block information into gl_uniform_storage.Eric Anholt2012-07-201-0/+34
| | | | | | | Now we can actually return information on uniforms in uniform blocks in the new queries. Reviewed-by: Ian Romanick <[email protected]>
* mesa,glsl,mapi: Put extern "C" { ... } where appropriate.José Fonseca2011-11-091-3/+6
| | | | | Probably a several places missing, but enough to cover all headers (in)directly included by uniform_query.cpp, and fix the MSVC build.
* glsl: remove trailing comma to silence warningBrian Paul2011-11-081-1/+1
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* glsl: Add new structures for tracking uniforms in linked shadersIan Romanick2011-11-071-0/+125
v2: Update some comments based on feedback from Eric Anholt. v3: Remove gl_uniform_storage::dirty field. Make gl_uniform_storage::initialized be bool, and make gl_uniform_storage::sampler be uint8_t. v4: Include stdbool.h after Tom Stellard noticed a build failure that was introduced by the changes in v2. Oops. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>