st/mesa/glsl: move SamplerTargets to gl_program

This will help allow us to simplify the handling of samplers by
storing them in a single location rather than duplicating them in
both gl_linked_shader and gl_program.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Timothy Arceri 2016-11-09 09:49:59 +11:00
parent 937523971f
commit 076ab157ff
6 changed files with 16 additions and 13 deletions

View file

@ -1248,10 +1248,11 @@ link_assign_uniform_storage(struct gl_context *ctx,
parcel.shader_samplers_used;
prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) ==
STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets) ==
sizeof(parcel.targets));
memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets,
sizeof(prog->_LinkedShaders[i]->SamplerTargets));
memcpy(prog->_LinkedShaders[i]->Program->sh.SamplerTargets,
parcel.targets,
sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets));
}
#ifndef NDEBUG

View file

@ -2004,6 +2004,11 @@ struct gl_program
struct gl_uniform_block **UniformBlocks;
struct gl_uniform_block **ShaderStorageBlocks;
/** Which texture target is being sampled
* (TEXTURE_1D/2D/3D/etc_INDEX)
*/
gl_texture_index SamplerTargets[MAX_SAMPLERS];
union {
struct {
/**
@ -2359,9 +2364,6 @@ struct gl_linked_shader
GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
/*@}*/
/** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
gl_texture_index SamplerTargets[MAX_SAMPLERS];
/**
* Number of default uniform block components used by this shader.
*
@ -2392,14 +2394,14 @@ struct gl_linked_shader
struct gl_shader_info info;
};
static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader)
static inline GLbitfield gl_external_samplers(struct gl_program *prog)
{
GLbitfield external_samplers = 0;
GLbitfield mask = shader->Program->SamplersUsed;
GLbitfield mask = prog->SamplersUsed;
while (mask) {
int idx = u_bit_scan(&mask);
if (shader->SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX)
external_samplers |= (1 << idx);
}

View file

@ -1107,7 +1107,7 @@ _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
while (mask) {
const int s = u_bit_scan(&mask);
GLuint unit = shader->Program->SamplerUnits[s];
GLuint tgt = shader->SamplerTargets[s];
GLuint tgt = shader->Program->sh.SamplerTargets[s];
/* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
* great job of eliminating unused uniforms currently so for now

View file

@ -80,7 +80,7 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
while (mask) {
const int s = u_bit_scan(&mask);
GLuint unit = prog->SamplerUnits[s];
GLuint tgt = shader->SamplerTargets[s];
GLuint tgt = prog->sh.SamplerTargets[s];
assert(unit < ARRAY_SIZE(prog->TexturesUsed));
assert(tgt < NUM_TEXTURE_TARGETS);

View file

@ -2918,7 +2918,7 @@ get_mesa_program(struct gl_context *ctx,
do_set_program_inouts(shader->ir, prog, shader->Stage);
prog->ShadowSamplers = shader->shadow_samplers;
prog->ExternalSamplersUsed = gl_external_samplers(shader);
prog->ExternalSamplersUsed = gl_external_samplers(prog);
_mesa_update_shader_textures_used(shader_program, prog);
/* Set the gl_FragDepth layout. */

View file

@ -413,7 +413,7 @@ st_nir_get_mesa_program(struct gl_context *ctx,
}
prog->ShadowSamplers = shader->shadow_samplers;
prog->ExternalSamplersUsed = gl_external_samplers(shader);
prog->ExternalSamplersUsed = gl_external_samplers(prog);
_mesa_update_shader_textures_used(shader_program, prog);
/* Avoid reallocation of the program parameter list, because the uniform