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author | marha <marha@users.sourceforge.net> | 2011-11-17 16:37:26 +0100 |
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committer | marha <marha@users.sourceforge.net> | 2011-11-17 16:37:26 +0100 |
commit | d41bc08d1ae8c4784c09d8977816c0fadab1ba52 (patch) | |
tree | 4dc3081a9af0316eeee02356a44fcc2419e1b15e /mesalib/src/glsl/link_uniforms.cpp | |
parent | 156e37d3879b316329e3e05579414031da2647e2 (diff) | |
download | vcxsrv-d41bc08d1ae8c4784c09d8977816c0fadab1ba52.tar.gz vcxsrv-d41bc08d1ae8c4784c09d8977816c0fadab1ba52.tar.bz2 vcxsrv-d41bc08d1ae8c4784c09d8977816c0fadab1ba52.zip |
xserver mesa git update 17 nov 2011
Diffstat (limited to 'mesalib/src/glsl/link_uniforms.cpp')
-rw-r--r-- | mesalib/src/glsl/link_uniforms.cpp | 46 |
1 files changed, 44 insertions, 2 deletions
diff --git a/mesalib/src/glsl/link_uniforms.cpp b/mesalib/src/glsl/link_uniforms.cpp index b9d5361b0..ca5da3040 100644 --- a/mesalib/src/glsl/link_uniforms.cpp +++ b/mesalib/src/glsl/link_uniforms.cpp @@ -113,11 +113,18 @@ uniform_field_visitor::recursion(const glsl_type *t, char **name, class count_uniform_size : public uniform_field_visitor { public: count_uniform_size(struct string_to_uint_map *map) - : num_active_uniforms(0), num_values(0), map(map) + : num_active_uniforms(0), num_values(0), num_shader_samplers(0), + num_shader_uniforms(0), map(map) { /* empty */ } + void start_shader() + { + this->num_shader_samplers = 0; + this->num_shader_uniforms = 0; + } + /** * Total number of active uniforms counted */ @@ -128,12 +135,39 @@ public: */ unsigned num_values; + /** + * Number of samplers used + */ + unsigned num_shader_samplers; + + /** + * Number of uniforms used in the current shader + */ + unsigned num_shader_uniforms; + private: virtual void visit_field(const glsl_type *type, const char *name) { assert(!type->is_record()); assert(!(type->is_array() && type->fields.array->is_record())); + /* Count the number of samplers regardless of whether the uniform is + * already in the hash table. The hash table prevents adding the same + * uniform for multiple shader targets, but in this case we want to + * count it for each shader target. + */ + const unsigned values = values_for_type(type); + if (type->contains_sampler()) { + this->num_shader_samplers += + type->is_array() ? type->array_size() : 1; + } else { + /* Accumulate the total number of uniform slots used by this shader. + * Note that samplers do not count against this limit because they + * don't use any storage on current hardware. + */ + this->num_shader_uniforms += values; + } + /* If the uniform is already in the map, there's nothing more to do. */ unsigned id; @@ -147,7 +181,7 @@ private: * uniforms. */ this->num_active_uniforms++; - this->num_values += values_for_type(type); + this->num_values += values; } struct string_to_uint_map *map; @@ -267,6 +301,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog) if (prog->_LinkedShaders[i] == NULL) continue; + /* Reset various per-shader target counts. + */ + uniform_size.start_shader(); + foreach_list(node, prog->_LinkedShaders[i]->ir) { ir_variable *const var = ((ir_instruction *) node)->as_variable(); @@ -280,6 +318,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog) uniform_size.process(var); } + + prog->_LinkedShaders[i]->num_samplers = uniform_size.num_shader_samplers; + prog->_LinkedShaders[i]->num_uniform_components = + uniform_size.num_shader_uniforms * 4; } const unsigned num_user_uniforms = uniform_size.num_active_uniforms; |