}
}
+static void
+write_buffer_block(struct blob *metadata, struct gl_uniform_block *b)
+{
+ blob_write_string(metadata, b->Name);
+ blob_write_uint32(metadata, b->NumUniforms);
+ blob_write_uint32(metadata, b->Binding);
+ blob_write_uint32(metadata, b->UniformBufferSize);
+ blob_write_uint32(metadata, b->stageref);
+
+ for (unsigned j = 0; j < b->NumUniforms; j++) {
+ blob_write_string(metadata, b->Uniforms[j].Name);
+ blob_write_string(metadata, b->Uniforms[j].IndexName);
+ encode_type_to_blob(metadata, b->Uniforms[j].Type);
+ blob_write_uint32(metadata, b->Uniforms[j].Offset);
+ }
+}
+
+static void
+write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
+{
+ blob_write_uint32(metadata, prog->data->NumUniformBlocks);
+ blob_write_uint32(metadata, prog->data->NumShaderStorageBlocks);
+
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ write_buffer_block(metadata, &prog->data->UniformBlocks[i]);
+ }
+
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ write_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i]);
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ struct gl_program *glprog = sh->Program;
+
+ blob_write_uint32(metadata, glprog->info.num_ubos);
+ blob_write_uint32(metadata, glprog->info.num_ssbos);
+
+ for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
+ uint32_t offset =
+ glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
+ blob_write_uint32(metadata, offset);
+ }
+
+ for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
+ uint32_t offset = glprog->sh.ShaderStorageBlocks[j] -
+ prog->data->ShaderStorageBlocks;
+ blob_write_uint32(metadata, offset);
+ }
+ }
+}
+
+static void
+read_buffer_block(struct blob_reader *metadata, struct gl_uniform_block *b,
+ struct gl_shader_program *prog)
+{
+ b->Name = ralloc_strdup(prog->data, blob_read_string (metadata));
+ b->NumUniforms = blob_read_uint32(metadata);
+ b->Binding = blob_read_uint32(metadata);
+ b->UniformBufferSize = blob_read_uint32(metadata);
+ b->stageref = blob_read_uint32(metadata);
+
+ b->Uniforms =
+ rzalloc_array(prog->data, struct gl_uniform_buffer_variable,
+ b->NumUniforms);
+ for (unsigned j = 0; j < b->NumUniforms; j++) {
+ b->Uniforms[j].Name = ralloc_strdup(prog->data,
+ blob_read_string (metadata));
+
+ char *index_name = blob_read_string(metadata);
+ if (strcmp(b->Uniforms[j].Name, index_name) == 0) {
+ b->Uniforms[j].IndexName = b->Uniforms[j].Name;
+ } else {
+ b->Uniforms[j].IndexName = ralloc_strdup(prog->data, index_name);
+ }
+
+ b->Uniforms[j].Type = decode_type_from_blob(metadata);
+ b->Uniforms[j].Offset = blob_read_uint32(metadata);
+ }
+}
+
+static void
+read_buffer_blocks(struct blob_reader *metadata,
+ struct gl_shader_program *prog)
+{
+ prog->data->NumUniformBlocks = blob_read_uint32(metadata);
+ prog->data->NumShaderStorageBlocks = blob_read_uint32(metadata);
+
+ prog->data->UniformBlocks =
+ rzalloc_array(prog->data, struct gl_uniform_block,
+ prog->data->NumUniformBlocks);
+
+ prog->data->ShaderStorageBlocks =
+ rzalloc_array(prog->data, struct gl_uniform_block,
+ prog->data->NumShaderStorageBlocks);
+
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ read_buffer_block(metadata, &prog->data->UniformBlocks[i], prog);
+ }
+
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ read_buffer_block(metadata, &prog->data->ShaderStorageBlocks[i], prog);
+ }
+
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_linked_shader *sh = prog->_LinkedShaders[i];
+ if (!sh)
+ continue;
+
+ struct gl_program *glprog = sh->Program;
+
+ glprog->info.num_ubos = blob_read_uint32(metadata);
+ glprog->info.num_ssbos = blob_read_uint32(metadata);
+
+ glprog->sh.UniformBlocks =
+ rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
+ glprog->sh.ShaderStorageBlocks =
+ rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
+
+ for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
+ uint32_t offset = blob_read_uint32(metadata);
+ glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
+ }
+
+ for (unsigned j = 0; j < glprog->info.num_ssbos; j++) {
+ uint32_t offset = blob_read_uint32(metadata);
+ glprog->sh.ShaderStorageBlocks[j] =
+ prog->data->ShaderStorageBlocks + offset;
+ }
+ }
+}
+
static void
write_xfb(struct blob *metadata, struct gl_shader_program *shProg)
{
blob_write_string(metadata, var->name);
break;
}
+ case GL_UNIFORM_BLOCK:
+ for (unsigned i = 0; i < prog->data->NumUniformBlocks; i++) {
+ if (strcmp(((gl_uniform_block *)res->Data)->Name,
+ prog->data->UniformBlocks[i].Name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
+ case GL_SHADER_STORAGE_BLOCK:
+ for (unsigned i = 0; i < prog->data->NumShaderStorageBlocks; i++) {
+ if (strcmp(((gl_uniform_block *)res->Data)->Name,
+ prog->data->ShaderStorageBlocks[i].Name) == 0) {
+ blob_write_uint32(metadata, i);
+ break;
+ }
+ }
+ break;
case GL_BUFFER_VARIABLE:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
res->Data = var;
break;
}
+ case GL_UNIFORM_BLOCK:
+ res->Data = &prog->data->UniformBlocks[blob_read_uint32(metadata)];
+ break;
+ case GL_SHADER_STORAGE_BLOCK:
+ res->Data = &prog->data->ShaderStorageBlocks[blob_read_uint32(metadata)];
+ break;
case GL_BUFFER_VARIABLE:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
write_uniform_remap_tables(metadata, prog);
+ write_buffer_blocks(metadata, prog);
+
write_subroutines(metadata, prog);
write_program_resource_list(metadata, prog);
read_uniform_remap_tables(&metadata, prog);
+ read_buffer_blocks(&metadata, prog);
+
read_subroutines(&metadata, prog);
read_program_resource_list(&metadata, prog);