From 3e74bf5b9de39a482716f8b5d090fb45ec6cc3ca Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Sat, 2 Apr 2016 12:12:10 +1100 Subject: [PATCH] glsl: split buffer block arrays earlier This will allow us to use them when checking resources in a following patch and clean up a bunch of code. Reviewed-by: Kenneth Graunke --- src/compiler/glsl/linker.cpp | 54 ++++++++++++++++++------------------ 1 file changed, 27 insertions(+), 27 deletions(-) diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp index 736852e7809..ab90961a898 100644 --- a/src/compiler/glsl/linker.cpp +++ b/src/compiler/glsl/linker.cpp @@ -4713,6 +4713,33 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) has_xfb_qualifiers)) goto done; + /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks + * for gl_shader_program and gl_shader, so that drivers that need separate + * index spaces for each set can have that. + */ + for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) { + if (prog->_LinkedShaders[i] != NULL) { + gl_shader *sh = prog->_LinkedShaders[i]; + split_ubos_and_ssbos(sh, + sh->BufferInterfaceBlocks, + NULL, + sh->NumBufferInterfaceBlocks, + &sh->UniformBlocks, + &sh->NumUniformBlocks, + &sh->ShaderStorageBlocks, + &sh->NumShaderStorageBlocks); + } + } + + split_ubos_and_ssbos(prog, + NULL, + prog->BufferInterfaceBlocks, + prog->NumBufferInterfaceBlocks, + &prog->UniformBlocks, + &prog->NumUniformBlocks, + &prog->ShaderStorageBlocks, + &prog->NumShaderStorageBlocks); + update_array_sizes(prog); link_assign_uniform_locations(prog, ctx->Const.UniformBooleanTrue, num_explicit_uniform_locs, @@ -4764,33 +4791,6 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) } } - /* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks - * for gl_shader_program and gl_shader, so that drivers that need separate - * index spaces for each set can have that. - */ - for (unsigned i = MESA_SHADER_VERTEX; i < MESA_SHADER_STAGES; i++) { - if (prog->_LinkedShaders[i] != NULL) { - gl_shader *sh = prog->_LinkedShaders[i]; - split_ubos_and_ssbos(sh, - sh->BufferInterfaceBlocks, - NULL, - sh->NumBufferInterfaceBlocks, - &sh->UniformBlocks, - &sh->NumUniformBlocks, - &sh->ShaderStorageBlocks, - &sh->NumShaderStorageBlocks); - } - } - - split_ubos_and_ssbos(prog, - NULL, - prog->BufferInterfaceBlocks, - prog->NumBufferInterfaceBlocks, - &prog->UniformBlocks, - &prog->NumUniformBlocks, - &prog->ShaderStorageBlocks, - &prog->NumShaderStorageBlocks); - for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] == NULL) continue; -- 2.30.2