glsl: don't write uniform storage offset if there isn't one

This is so we always create reproducible cache entries. Consistency
is required for verification of any third party distributed shaders.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
This commit is contained in:
Timothy Arceri 2017-08-11 14:22:07 +10:00
parent 2662269ad7
commit 22154823d2

View file

@ -618,8 +618,6 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
blob_write_string(metadata, prog->data->UniformStorage[i].name);
blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
prog->data->UniformDataSlots);
blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
@ -638,6 +636,12 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
prog->data->UniformStorage[i].top_level_array_size);
blob_write_uint32(metadata,
prog->data->UniformStorage[i].top_level_array_stride);
if (has_uniform_storage(prog, i)) {
blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
prog->data->UniformDataSlots);
}
blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
sizeof(prog->data->UniformStorage[i].opaque));
}
@ -683,7 +687,6 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
uniforms[i].type = decode_type_from_blob(metadata);
uniforms[i].array_elements = blob_read_uint32(metadata);
uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
uniforms[i].storage = data + blob_read_uint32(metadata);
uniforms[i].builtin = blob_read_uint32(metadata);
uniforms[i].remap_location = blob_read_uint32(metadata);
uniforms[i].block_index = blob_read_uint32(metadata);
@ -701,6 +704,10 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
prog->UniformHash->put(i, uniforms[i].name);
if (has_uniform_storage(prog, i)) {
uniforms[i].storage = data + blob_read_uint32(metadata);
}
memcpy(uniforms[i].opaque,
blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
sizeof(uniforms[i].opaque));