From: Eric Anholt Date: Tue, 31 Aug 2010 18:16:09 +0000 (-0700) Subject: ir_to_mesa: Sort the uniform list we're adding to Parameters[] order. X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=99f3c9caa39fbe9dfa7561c919202395720e9472;p=mesa.git ir_to_mesa: Sort the uniform list we're adding to Parameters[] order. Fixes glsl-uniform-linking-1 and failure to link a shader in Unigine. An alternative here would be to just ditch using _mesa_add_parameter and build the initial params list on our own, but that would require two walks of the list as well. Bug #29822 --- diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 337ecbaa937..8f39a225af5 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2264,6 +2264,25 @@ count_resources(struct gl_program *prog) _mesa_update_shader_textures_used(prog); } +struct uniform_sort { + struct gl_uniform *u; + int pos; +}; + +/* The shader_program->Uniforms list is almost sorted in increasing + * uniform->{Frag,Vert}Pos locations, but not quite when there are + * uniforms shared between targets. We need to add parameters in + * increasing order for the targets. + */ +static int +sort_uniforms(const void *a, const void *b) +{ + struct uniform_sort *u1 = (struct uniform_sort *)a; + struct uniform_sort *u2 = (struct uniform_sort *)b; + + return u1->pos - u2->pos; +} + /* Add the uniforms to the parameters. The linker chose locations * in our parameters lists (which weren't created yet), which the * uniforms code will use to poke values into our parameters list @@ -2275,12 +2294,14 @@ add_uniforms_to_parameters_list(struct gl_shader_program *shader_program, struct gl_program *prog) { unsigned int i; - unsigned int next_sampler = 0; + unsigned int next_sampler = 0, num_uniforms = 0; + struct uniform_sort *sorted_uniforms; + + sorted_uniforms = talloc_array(NULL, struct uniform_sort, + shader_program->Uniforms->NumUniforms); for (i = 0; i < shader_program->Uniforms->NumUniforms; i++) { struct gl_uniform *uniform = shader_program->Uniforms->Uniforms + i; - const glsl_type *type = uniform->Type; - unsigned int size; int parameter_index = -1; switch (shader->Type) { @@ -2296,8 +2317,21 @@ add_uniforms_to_parameters_list(struct gl_shader_program *shader_program, } /* Only add uniforms used in our target. */ - if (parameter_index == -1) - continue; + if (parameter_index != -1) { + sorted_uniforms[num_uniforms].pos = parameter_index; + sorted_uniforms[num_uniforms].u = uniform; + num_uniforms++; + } + } + + qsort(sorted_uniforms, num_uniforms, sizeof(struct uniform_sort), + sort_uniforms); + + for (i = 0; i < num_uniforms; i++) { + struct gl_uniform *uniform = sorted_uniforms[i].u; + int parameter_index = sorted_uniforms[i].pos; + const glsl_type *type = uniform->Type; + unsigned int size; if (type->is_vector() || type->is_scalar()) { @@ -2344,6 +2378,8 @@ add_uniforms_to_parameters_list(struct gl_shader_program *shader_program, } } } + + talloc_free(sorted_uniforms); } static void