From: Ian Romanick Date: Tue, 22 Jan 2013 04:57:45 +0000 (-0500) Subject: glsl: Calculate link-time uniform block data without using compile-time block data X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=e2c95cd6746ca9bb6e90ed8211afb22727f57e19;p=mesa.git glsl: Calculate link-time uniform block data without using compile-time block data Pretty much all of the compile-time, per-compilation unit block data is about to get the axe. Signed-off-by: Ian Romanick Reviewed-by: Jordan Justen --- diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp index d7116009ecd..17c6de50210 100644 --- a/src/glsl/link_uniforms.cpp +++ b/src/glsl/link_uniforms.cpp @@ -281,36 +281,66 @@ public: } void set_and_process(struct gl_shader_program *prog, - struct gl_shader *shader, ir_variable *var) { - ubo_var = NULL; + ubo_block_index = -1; if (var->is_in_uniform_block()) { - struct gl_uniform_block *block = - &shader->UniformBlocks[var->uniform_block]; - - ubo_block_index = -1; - for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { - if (!strcmp(prog->UniformBlocks[i].Name, - shader->UniformBlocks[var->uniform_block].Name)) { - ubo_block_index = i; - break; + if (var->is_interface_instance() && var->type->is_array()) { + unsigned l = strlen(var->interface_type->name); + + for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { + if (strncmp(var->interface_type->name, + prog->UniformBlocks[i].Name, + l) == 0 + && prog->UniformBlocks[i].Name[l] == '[') { + ubo_block_index = i; + break; + } + } + } else { + for (unsigned i = 0; i < prog->NumUniformBlocks; i++) { + if (strcmp(var->interface_type->name, + prog->UniformBlocks[i].Name) == 0) { + ubo_block_index = i; + break; + } } } assert(ubo_block_index != -1); - ubo_var_index = var->location; - ubo_var = &block->Uniforms[var->location]; - ubo_byte_offset = ubo_var->Offset; - } + /* Uniform blocks that were specified with an instance name must be + * handled a little bit differently. The name of the variable is the + * name used to reference the uniform block instead of being the name + * of a variable within the block. Therefore, searching for the name + * within the block will fail. + */ + if (var->is_interface_instance()) { + ubo_byte_offset = 0; + ubo_row_major = false; + } else { + const struct gl_uniform_block *const block = + &prog->UniformBlocks[ubo_block_index]; + + assert(var->location != -1); - process(var); + const struct gl_uniform_buffer_variable *const ubo_var = + &block->Uniforms[var->location]; + + ubo_row_major = ubo_var->RowMajor; + ubo_byte_offset = ubo_var->Offset; + } + + if (var->is_interface_instance()) + process(var->interface_type, var->interface_type->name); + else + process(var); + } else + process(var); } - struct gl_uniform_buffer_variable *ubo_var; int ubo_block_index; - int ubo_var_index; int ubo_byte_offset; + bool ubo_row_major; private: virtual void visit_field(const glsl_type *type, const char *name, @@ -392,17 +422,17 @@ private: this->uniforms[id].num_driver_storage = 0; this->uniforms[id].driver_storage = NULL; this->uniforms[id].storage = this->values; - if (this->ubo_var) { + if (this->ubo_block_index != -1) { this->uniforms[id].block_index = this->ubo_block_index; - unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor); + unsigned alignment = type->std140_base_alignment(ubo_row_major); this->ubo_byte_offset = align(this->ubo_byte_offset, alignment); this->uniforms[id].offset = this->ubo_byte_offset; - this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor); + this->ubo_byte_offset += type->std140_size(ubo_row_major); if (type->is_array()) { this->uniforms[id].array_stride = - align(type->fields.array->std140_size(ubo_var->RowMajor), 16); + align(type->fields.array->std140_size(ubo_row_major), 16); } else { this->uniforms[id].array_stride = 0; } @@ -410,7 +440,7 @@ private: if (type->is_matrix() || (type->is_array() && type->fields.array->is_matrix())) { this->uniforms[id].matrix_stride = 16; - this->uniforms[id].row_major = ubo_var->RowMajor; + this->uniforms[id].row_major = ubo_row_major; } else { this->uniforms[id].matrix_stride = 0; this->uniforms[id].row_major = false; @@ -666,7 +696,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog) if (strncmp("gl_", var->name, 3) == 0) continue; - parcel.set_and_process(prog, prog->_LinkedShaders[i], var); + parcel.set_and_process(prog, var); } prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;