aboutsummaryrefslogtreecommitdiff
path: root/mesalib/src/glsl/link_uniforms.cpp
diff options
context:
space:
mode:
authormarha <marha@users.sourceforge.net>2013-06-04 09:07:26 +0200
committermarha <marha@users.sourceforge.net>2013-06-04 09:48:59 +0200
commitfd2b28971a2afbf54b6cb641aa6a2d5e940a1450 (patch)
tree1b103a8b2114125ffa8d79827d931aba3744a0d2 /mesalib/src/glsl/link_uniforms.cpp
parent62a1ce0583cf41c173f4edb91511430b552e04da (diff)
downloadvcxsrv-fd2b28971a2afbf54b6cb641aa6a2d5e940a1450.tar.gz
vcxsrv-fd2b28971a2afbf54b6cb641aa6a2d5e940a1450.tar.bz2
vcxsrv-fd2b28971a2afbf54b6cb641aa6a2d5e940a1450.zip
xwininfo fontconfig libX11 libXau libXdmcp libXext mesa libXinerama libxcb libxcb/xcb-proto libfontenc pixman xkbcomp mkfontscale xkeyboard-config git update 4 Jun 2013
xserver commit c21344add2fc589df83b29be5831c36a372201bd libxcb commit 9ae84ad187e2ba440c40f44b8eb21c82c2fdbf12 libxcb/xcb-proto commit bdfedfa57a13ff805580cfacafc70f9cc55df363 xkeyboard-config commit dad9ade4e83d1ef5a517fcc4cc9ad3a79b47acce libX11 commit 8496122eb00ce6cd5d2308ee54f64b68c378e455 libXdmcp commit 0b443c1b769b9c9a3b45b4252afe07e18b709ff4 libXext commit d8366afbb0d2e4fbb1e419b1187f490522270bea libfontenc commit 3acba630d8b57084f7e92c15732408711ed5137a libXinerama commit 6e1d1dc328ba8162bba2f4694e7f3c706a1491ff libXau commit 899790011304c4029e15abf410e49ce7cec17e0a xkbcomp commit ed582f4fccd4e23abcfba8b3b03649fea6414f44 pixman commit 2acfac5f8e097ee2ae225d986f981b55d65dd152 mkfontscale commit 19e2cb7c6a3ec2c5b1bc0d24866fa685eef0ee13 xwininfo commit ba0d1b0da21d2dbdd81098ed5778f3792b472e13 fontconfig commit cd9b1033a68816a7acfbba1718ba0aa5888f6ec7 mesa commit 7bafd88c153e395274b632e7eae4bc9fc3aec1d2
Diffstat (limited to 'mesalib/src/glsl/link_uniforms.cpp')
-rw-r--r--mesalib/src/glsl/link_uniforms.cpp126
1 files changed, 62 insertions, 64 deletions
diff --git a/mesalib/src/glsl/link_uniforms.cpp b/mesalib/src/glsl/link_uniforms.cpp
index efbb60c3a..65c06903a 100644
--- a/mesalib/src/glsl/link_uniforms.cpp
+++ b/mesalib/src/glsl/link_uniforms.cpp
@@ -263,15 +263,19 @@ public:
parcel_out_uniform_storage(struct string_to_uint_map *map,
struct gl_uniform_storage *uniforms,
union gl_constant_value *values)
- : map(map), uniforms(uniforms), next_sampler(0), values(values)
+ : map(map), uniforms(uniforms), values(values)
{
- memset(this->targets, 0, sizeof(this->targets));
}
- void start_shader()
+ void start_shader(gl_shader_type shader_type)
{
+ assert(shader_type < MESA_SHADER_TYPES);
+ this->shader_type = shader_type;
+
this->shader_samplers_used = 0;
this->shader_shadow_samplers = 0;
+ this->next_sampler = 0;
+ memset(this->targets, 0, sizeof(this->targets));
}
void set_and_process(struct gl_shader_program *prog,
@@ -335,8 +339,37 @@ public:
int ubo_block_index;
int ubo_byte_offset;
bool ubo_row_major;
+ gl_shader_type shader_type;
private:
+ void handle_samplers(const glsl_type *base_type,
+ struct gl_uniform_storage *uniform)
+ {
+ if (base_type->is_sampler()) {
+ uniform->sampler[shader_type].index = this->next_sampler;
+ uniform->sampler[shader_type].active = true;
+
+ /* Increment the sampler by 1 for non-arrays and by the number of
+ * array elements for arrays.
+ */
+ this->next_sampler +=
+ MAX2(1, uniform->array_elements);
+
+ const gl_texture_index target = base_type->sampler_index();
+ const unsigned shadow = base_type->sampler_shadow;
+ for (unsigned i = uniform->sampler[shader_type].index;
+ i < MIN2(this->next_sampler, MAX_SAMPLERS);
+ i++) {
+ this->targets[i] = target;
+ this->shader_samplers_used |= 1U << i;
+ this->shader_shadow_samplers |= shadow << i;
+ }
+ } else {
+ uniform->sampler[shader_type].index = ~0;
+ uniform->sampler[shader_type].active = false;
+ }
+ }
+
virtual void visit_field(const glsl_type *type, const char *name,
bool row_major)
{
@@ -354,31 +387,6 @@ private:
if (!found)
return;
- /* If there is already storage associated with this uniform, it means
- * that it was set while processing an earlier shader stage. For
- * example, we may be processing the uniform in the fragment shader, but
- * the uniform was already processed in the vertex shader.
- */
- if (this->uniforms[id].storage != NULL) {
- /* If the uniform already has storage set from another shader stage,
- * mark the samplers used for this shader stage.
- */
- if (type->contains_sampler()) {
- const unsigned count = MAX2(1, this->uniforms[id].array_elements);
- const unsigned shadow = (type->is_array())
- ? type->fields.array->sampler_shadow : type->sampler_shadow;
-
- for (unsigned i = 0; i < count; i++) {
- const unsigned s = this->uniforms[id].sampler + i;
-
- this->shader_samplers_used |= 1U << s;
- this->shader_shadow_samplers |= shadow << s;
- }
- }
-
- return;
- }
-
const glsl_type *base_type;
if (type->is_array()) {
this->uniforms[id].array_elements = type->length;
@@ -388,26 +396,16 @@ private:
base_type = type;
}
- if (base_type->is_sampler()) {
- this->uniforms[id].sampler = this->next_sampler;
+ /* This assigns sampler uniforms to sampler units. */
+ handle_samplers(base_type, &this->uniforms[id]);
- /* Increment the sampler by 1 for non-arrays and by the number of
- * array elements for arrays.
- */
- this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
-
- const gl_texture_index target = base_type->sampler_index();
- const unsigned shadow = base_type->sampler_shadow;
- for (unsigned i = this->uniforms[id].sampler
- ; i < MIN2(this->next_sampler, MAX_SAMPLERS)
- ; i++) {
- this->targets[i] = target;
- this->shader_samplers_used |= 1U << i;
- this->shader_shadow_samplers |= shadow << i;
- }
-
- } else {
- this->uniforms[id].sampler = ~0;
+ /* If there is already storage associated with this uniform, it means
+ * that it was set while processing an earlier shader stage. For
+ * example, we may be processing the uniform in the fragment shader, but
+ * the uniform was already processed in the vertex shader.
+ */
+ if (this->uniforms[id].storage != NULL) {
+ return;
}
this->uniforms[id].name = ralloc_strdup(this->uniforms, name);
@@ -633,17 +631,6 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
prog->UniformHash = new string_to_uint_map;
}
- /* Uniforms that lack an initializer in the shader code have an initial
- * value of zero. This includes sampler uniforms.
- *
- * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
- *
- * "The link time initial value is either the value of the variable's
- * initializer, if present, or 0 if no initializer is present. Sampler
- * types cannot have initializers."
- */
- memset(prog->SamplerUnits, 0, sizeof(prog->SamplerUnits));
-
/* First pass: Count the uniform resources used by the user-defined
* uniforms. While this happens, each active uniform will have an index
* assigned to it.
@@ -656,6 +643,18 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
if (prog->_LinkedShaders[i] == NULL)
continue;
+ /* Uniforms that lack an initializer in the shader code have an initial
+ * value of zero. This includes sampler uniforms.
+ *
+ * Page 24 (page 30 of the PDF) of the GLSL 1.20 spec says:
+ *
+ * "The link time initial value is either the value of the variable's
+ * initializer, if present, or 0 if no initializer is present. Sampler
+ * types cannot have initializers."
+ */
+ memset(prog->_LinkedShaders[i]->SamplerUnits, 0,
+ sizeof(prog->_LinkedShaders[i]->SamplerUnits));
+
link_update_uniform_buffer_variables(prog->_LinkedShaders[i]);
/* Reset various per-shader target counts.
@@ -706,9 +705,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
if (prog->_LinkedShaders[i] == NULL)
continue;
- /* Reset various per-shader target counts.
- */
- parcel.start_shader();
+ parcel.start_shader((gl_shader_type)i);
foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@@ -726,10 +723,11 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
- }
- assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));
- memcpy(prog->SamplerTargets, parcel.targets, sizeof(prog->SamplerTargets));
+ STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == sizeof(parcel.targets));
+ memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
+ sizeof(prog->_LinkedShaders[i]->SamplerTargets));
+ }
#ifndef NDEBUG
for (unsigned i = 0; i < num_user_uniforms; i++) {