glsl_to_tgsi: Use _mesa_generate_parameters_list_for_uniforms

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Bryan Cain <bryancain3@gmail.com>
This commit is contained in:
Ian Romanick 2011-09-11 16:17:21 -05:00
parent b2572928a5
commit 58a7461e16

View file

@ -2914,122 +2914,6 @@ check_resources(const struct gl_context *ctx,
}
struct uniform_sort {
struct gl_uniform *u;
int pos;
};
/* The shader_program->Uniforms list is almost sorted in increasing
* uniform->{Frag,Vert}Pos locations, but not quite when there are
* uniforms shared between targets. We need to add parameters in
* increasing order for the targets.
*/
static int
sort_uniforms(const void *a, const void *b)
{
struct uniform_sort *u1 = (struct uniform_sort *)a;
struct uniform_sort *u2 = (struct uniform_sort *)b;
return u1->pos - u2->pos;
}
/* Add the uniforms to the parameters. The linker chose locations
* in our parameters lists (which weren't created yet), which the
* uniforms code will use to poke values into our parameters list
* when uniforms are updated.
*/
static void
add_uniforms_to_parameters_list(struct gl_shader_program *shader_program,
struct gl_shader *shader,
struct gl_program *prog)
{
unsigned int i;
unsigned int next_sampler = 0, num_uniforms = 0;
struct uniform_sort *sorted_uniforms;
sorted_uniforms = ralloc_array(NULL, struct uniform_sort,
shader_program->Uniforms->NumUniforms);
for (i = 0; i < shader_program->Uniforms->NumUniforms; i++) {
struct gl_uniform *uniform = shader_program->Uniforms->Uniforms + i;
int parameter_index = -1;
switch (shader->Type) {
case GL_VERTEX_SHADER:
parameter_index = uniform->VertPos;
break;
case GL_FRAGMENT_SHADER:
parameter_index = uniform->FragPos;
break;
case GL_GEOMETRY_SHADER:
parameter_index = uniform->GeomPos;
break;
}
/* Only add uniforms used in our target. */
if (parameter_index != -1) {
sorted_uniforms[num_uniforms].pos = parameter_index;
sorted_uniforms[num_uniforms].u = uniform;
num_uniforms++;
}
}
qsort(sorted_uniforms, num_uniforms, sizeof(struct uniform_sort),
sort_uniforms);
for (i = 0; i < num_uniforms; i++) {
struct gl_uniform *uniform = sorted_uniforms[i].u;
int parameter_index = sorted_uniforms[i].pos;
const glsl_type *type = uniform->Type;
unsigned int size;
if (type->is_vector() ||
type->is_scalar()) {
size = type->vector_elements;
} else {
size = type_size(type) * 4;
}
gl_register_file file;
if (type->is_sampler() ||
(type->is_array() && type->fields.array->is_sampler())) {
file = PROGRAM_SAMPLER;
} else {
file = PROGRAM_UNIFORM;
}
GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
uniform->Name);
if (index < 0) {
index = _mesa_add_parameter(prog->Parameters, file,
uniform->Name, size, type->gl_type,
NULL, NULL, 0x0);
/* Sampler uniform values are stored in prog->SamplerUnits,
* and the entry in that array is selected by this index we
* store in ParameterValues[].
*/
if (file == PROGRAM_SAMPLER) {
for (unsigned int j = 0; j < size / 4; j++)
prog->Parameters->ParameterValues[index + j][0].f = next_sampler++;
}
/* The location chosen in the Parameters list here (returned
* from _mesa_add_uniform) has to match what the linker chose.
*/
if (index != parameter_index) {
fail_link(shader_program, "Allocation of uniform `%s' to target "
"failed (%d vs %d)\n",
uniform->Name, index, parameter_index);
}
}
}
ralloc_free(sorted_uniforms);
}
static void
set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
struct gl_shader_program *shader_program,
@ -4965,7 +4849,8 @@ get_mesa_program(struct gl_context *ctx,
v->glsl_version = ctx->Const.GLSLVersion;
v->native_integers = ctx->Const.NativeIntegers;
add_uniforms_to_parameters_list(shader_program, shader, prog);
_mesa_generate_parameters_list_for_uniforms(shader_program, shader,
prog->Parameters);
/* Emit intermediate IR for main(). */
visit_exec_list(shader->ir, v);