glsl: set image access qualifiers for AoA

Reviewed-by: Francisco Jerez <currojerez@riseup.net>
This commit is contained in:
Timothy Arceri 2015-10-16 10:28:45 +11:00 committed by Timothy Arceri
parent 7b3684877c
commit 103de0225b

View file

@ -1010,38 +1010,37 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
}
}
/**
* Scan the program for image uniforms and store image unit access
* information into the gl_shader data structure.
*/
static void
link_set_image_access_qualifiers(struct gl_shader_program *prog)
link_set_image_access_qualifiers(struct gl_shader_program *prog,
gl_shader *sh, unsigned shader_stage,
ir_variable *var, const glsl_type *type,
char **name, size_t name_length)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
gl_shader *sh = prog->_LinkedShaders[i];
/* Handle arrays of arrays */
if (type->is_array() && type->fields.array->is_array()) {
for (unsigned i = 0; i < type->length; i++) {
size_t new_length = name_length;
if (sh == NULL)
continue;
/* Append the subscript to the current variable name */
ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i);
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (var && var->data.mode == ir_var_uniform &&
var->type->contains_image()) {
unsigned id = 0;
bool found = prog->UniformHash->get(id, var->name);
assert(found);
(void) found;
const gl_uniform_storage *storage = &prog->UniformStorage[id];
const unsigned index = storage->opaque[i].index;
const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
var->data.image_write_only ? GL_WRITE_ONLY :
GL_READ_WRITE);
for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
sh->ImageAccess[index + j] = access;
}
link_set_image_access_qualifiers(prog, sh, shader_stage, var,
type->fields.array, name,
new_length);
}
} else {
unsigned id = 0;
bool found = prog->UniformHash->get(id, *name);
assert(found);
(void) found;
const gl_uniform_storage *storage = &prog->UniformStorage[id];
const unsigned index = storage->opaque[shader_stage].index;
const GLenum access = (var->data.image_read_only ? GL_READ_ONLY :
var->data.image_write_only ? GL_WRITE_ONLY :
GL_READ_WRITE);
for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
sh->ImageAccess[index + j] = access;
}
}
@ -1305,7 +1304,29 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
prog->NumHiddenUniforms = hidden_uniforms;
prog->UniformStorage = uniforms;
link_set_image_access_qualifiers(prog);
/**
* Scan the program for image uniforms and store image unit access
* information into the gl_shader data structure.
*/
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
foreach_in_list(ir_instruction, node, sh->ir) {
ir_variable *var = node->as_variable();
if (var && var->data.mode == ir_var_uniform &&
var->type->contains_image()) {
char *name_copy = ralloc_strdup(NULL, var->name);
link_set_image_access_qualifiers(prog, sh, i, var, var->type,
&name_copy, strlen(var->name));
ralloc_free(name_copy);
}
}
}
link_set_uniform_initializers(prog, boolean_true);
return;