glsl: store ubo or ssbo index in block index

Previously we store the buffer block index i.e the index of a combined
ubo/ssbo list.

Fixes several dEQP-GLES31.functional tests:
- program_interface_query.uniform.block_index.block_array
- program_interface_query.uniform.block_index.named_block
- program_interface_query.uniform.block_index.unnamed_block
- program_interface_query.uniform.random.10
- program_interface_query.uniform.random.15
- program_interface_query.uniform.random.22
- program_interface_query.uniform.random.24
- program_interface_query.uniform.random.26
- program_interface_query.uniform.random.28
- program_interface_query.uniform.random.3
- program_interface_query.uniform.random.31
- program_interface_query.uniform.random.38
- program_interface_query.uniform.random.5

Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=94116
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Timothy Arceri 2016-04-02 13:54:06 +11:00
parent 1265e1c4e1
commit 0fbd073dc2
2 changed files with 29 additions and 22 deletions

View file

@ -460,30 +460,33 @@ public:
field_counter = 0;
this->record_next_sampler = new string_to_uint_map;
ubo_block_index = -1;
buffer_block_index = -1;
if (var->is_in_buffer_block()) {
struct gl_uniform_block **blks = var->is_in_shader_storage_block() ?
prog->ShaderStorageBlocks : prog->UniformBlocks;
unsigned num_blks = var->is_in_shader_storage_block() ?
prog->NumShaderStorageBlocks : prog->NumUniformBlocks;
if (var->is_interface_instance() && var->type->is_array()) {
unsigned l = strlen(var->get_interface_type()->name);
for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
if (strncmp(var->get_interface_type()->name,
prog->BufferInterfaceBlocks[i].Name,
l) == 0
&& prog->BufferInterfaceBlocks[i].Name[l] == '[') {
ubo_block_index = i;
for (unsigned i = 0; i < num_blks; i++) {
if (strncmp(var->get_interface_type()->name, blks[i]->Name, l)
== 0 && blks[i]->Name[l] == '[') {
buffer_block_index = i;
break;
}
}
} else {
for (unsigned i = 0; i < prog->NumBufferInterfaceBlocks; i++) {
if (strcmp(var->get_interface_type()->name,
prog->BufferInterfaceBlocks[i].Name) == 0) {
ubo_block_index = i;
for (unsigned i = 0; i < num_blks; i++) {
if (strcmp(var->get_interface_type()->name, blks[i]->Name) ==
0) {
buffer_block_index = i;
break;
}
}
}
assert(ubo_block_index != -1);
assert(buffer_block_index != -1);
/* Uniform blocks that were specified with an instance name must be
* handled a little bit differently. The name of the variable is the
@ -497,7 +500,7 @@ public:
var->get_interface_type()->name);
} else {
const struct gl_uniform_block *const block =
&prog->BufferInterfaceBlocks[ubo_block_index];
blks[buffer_block_index];
assert(var->data.location != -1);
@ -519,7 +522,7 @@ public:
delete this->record_next_sampler;
}
int ubo_block_index;
int buffer_block_index;
int ubo_byte_offset;
gl_shader_stage shader_type;
@ -659,7 +662,7 @@ private:
virtual void enter_record(const glsl_type *type, const char *,
bool row_major, const unsigned packing) {
assert(type->is_record());
if (this->ubo_block_index == -1)
if (this->buffer_block_index == -1)
return;
if (packing == GLSL_INTERFACE_PACKING_STD430)
this->ubo_byte_offset = glsl_align(
@ -672,7 +675,7 @@ private:
virtual void leave_record(const glsl_type *type, const char *,
bool row_major, const unsigned packing) {
assert(type->is_record());
if (this->ubo_block_index == -1)
if (this->buffer_block_index == -1)
return;
if (packing == GLSL_INTERFACE_PACKING_STD430)
this->ubo_byte_offset = glsl_align(
@ -719,7 +722,7 @@ private:
/* For array of arrays or struct arrays the base location may have
* already been set so don't set it again.
*/
if (ubo_block_index == -1 && current_var->data.location == -1) {
if (buffer_block_index == -1 && current_var->data.location == -1) {
current_var->data.location = id;
}
@ -766,8 +769,8 @@ private:
this->uniforms[id].is_shader_storage =
current_var->is_in_shader_storage_block();
if (this->ubo_block_index != -1) {
this->uniforms[id].block_index = this->ubo_block_index;
if (this->buffer_block_index != -1) {
this->uniforms[id].block_index = this->buffer_block_index;
unsigned alignment = type->std140_base_alignment(row_major);
if (packing == GLSL_INTERFACE_PACKING_STD430)

View file

@ -3804,7 +3804,9 @@ calculate_array_size_and_stride(struct gl_shader_program *shProg,
int array_stride = -1;
char *var_name = get_top_level_name(uni->name);
char *interface_name =
get_top_level_name(shProg->BufferInterfaceBlocks[block_index].Name);
get_top_level_name(uni->is_shader_storage ?
shProg->ShaderStorageBlocks[block_index]->Name :
shProg->UniformBlocks[block_index]->Name);
if (strcmp(var_name, interface_name) == 0) {
/* Deal with instanced array of SSBOs */
@ -3941,12 +3943,14 @@ build_program_resource_list(struct gl_context *ctx,
ir_var_uniform);
/* Add stagereferences for uniforms in a uniform block. */
bool is_shader_storage = shProg->UniformStorage[i].is_shader_storage;
int block_index = shProg->UniformStorage[i].block_index;
if (block_index != -1) {
stageref |= shProg->BufferInterfaceBlocks[block_index].stageref;
stageref |= is_shader_storage ?
shProg->ShaderStorageBlocks[block_index]->stageref :
shProg->UniformBlocks[block_index]->stageref;
}
bool is_shader_storage = shProg->UniformStorage[i].is_shader_storage;
GLenum type = is_shader_storage ? GL_BUFFER_VARIABLE : GL_UNIFORM;
if (!should_add_buffer_variable(shProg, type,
shProg->UniformStorage[i].name))