glsl: Lower UBO and SSBO access in glsl linker
[mesa.git] / src / glsl / linker.cpp
index c35d87acea6795fa1274aa58bc4bdeac2081f62d..a8baee07f10c0d780e4d1efc6c402185336f302b 100644 (file)
@@ -1174,10 +1174,10 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       struct gl_shader *sh = prog->_LinkedShaders[i];
 
-      prog->UniformBlockStageIndex[i] = ralloc_array(prog, int,
-                                                    max_num_uniform_blocks);
+      prog->InterfaceBlockStageIndex[i] = ralloc_array(prog, int,
+                                                       max_num_uniform_blocks);
       for (unsigned int j = 0; j < max_num_uniform_blocks; j++)
-        prog->UniformBlockStageIndex[i][j] = -1;
+        prog->InterfaceBlockStageIndex[i][j] = -1;
 
       if (sh == NULL)
         continue;
@@ -1194,7 +1194,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog)
            return false;
         }
 
-        prog->UniformBlockStageIndex[i][index] = j;
+        prog->InterfaceBlockStageIndex[i][index] = j;
       }
    }
 
@@ -2836,9 +2836,9 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
       }
 
       for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
-        if (prog->UniformBlockStageIndex[j][i] != -1) {
+        if (prog->InterfaceBlockStageIndex[j][i] != -1) {
             struct gl_shader *sh = prog->_LinkedShaders[j];
-            int stage_index = prog->UniformBlockStageIndex[j][i];
+            int stage_index = prog->InterfaceBlockStageIndex[j][i];
             if (sh && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage) {
                shader_blocks[j]++;
                total_shader_storage_blocks++;
@@ -2955,7 +2955,7 @@ check_image_resources(struct gl_context *ctx, struct gl_shader_program *prog)
          total_image_units += sh->NumImages;
 
          for (unsigned j = 0; j < prog->NumBufferInterfaceBlocks; j++) {
-            int stage_index = prog->UniformBlockStageIndex[i][j];
+            int stage_index = prog->InterfaceBlockStageIndex[i][j];
             if (stage_index != -1 && sh->BufferInterfaceBlocks[stage_index].IsShaderStorage)
                total_shader_storage_blocks++;
          }
@@ -3734,7 +3734,7 @@ build_program_resource_list(struct gl_shader_program *shProg)
       int block_index = shProg->UniformStorage[i].block_index;
       if (block_index != -1) {
          for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
-             if (shProg->UniformBlockStageIndex[j][block_index] != -1)
+             if (shProg->InterfaceBlockStageIndex[j][block_index] != -1)
                 stageref |= (1 << j);
          }
       }
@@ -3776,7 +3776,8 @@ build_program_resource_list(struct gl_shader_program *shProg)
          continue;
 
       for (int j = MESA_SHADER_VERTEX; j < MESA_SHADER_STAGES; j++) {
-         if (!shProg->UniformStorage[i].opaque[j].active)
+         if (!shProg->UniformStorage[i].opaque[j].active ||
+             !shProg->UniformStorage[i].type->is_subroutine())
             continue;
 
          type = _mesa_shader_stage_to_subroutine_uniform((gl_shader_stage)j);
@@ -3799,11 +3800,6 @@ build_program_resource_list(struct gl_shader_program *shProg)
             return;
       }
    }
-
-   /* TODO - following extensions will require more resource types:
-    *
-    *    GL_ARB_shader_storage_buffer_object
-    */
 }
 
 /**
@@ -4449,6 +4445,14 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
 
    /* FINISHME: Assign fragment shader output locations. */
 
+   for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+      if (prog->_LinkedShaders[i] == NULL)
+        continue;
+
+      if (ctx->Const.ShaderCompilerOptions[i].LowerBufferInterfaceBlocks)
+         lower_ubo_reference(prog->_LinkedShaders[i]);
+   }
+
 done:
    for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
       free(shader_list[i]);