mesa: Add {Num}UniformBlocks and {Num}ShaderStorageBlocks to gl_shader{_program}

These arrays provide backends with separate index spaces for UBOS and SSBOs.

Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
This commit is contained in:
Iago Toral Quiroga 2015-10-01 10:17:30 +02:00
parent 27dccf097d
commit d31f98a272
3 changed files with 118 additions and 1 deletions

View file

@ -3599,6 +3599,42 @@ link_assign_subroutine_types(struct gl_shader_program *prog)
} }
} }
static void
split_ubos_and_ssbos(void *mem_ctx,
struct gl_uniform_block *blocks,
unsigned num_blocks,
struct gl_uniform_block ***ubos,
unsigned *num_ubos,
struct gl_uniform_block ***ssbos,
unsigned *num_ssbos)
{
unsigned num_ubo_blocks = 0;
unsigned num_ssbo_blocks = 0;
for (unsigned i = 0; i < num_blocks; i++) {
if (blocks[i].IsShaderStorage)
num_ssbo_blocks++;
else
num_ubo_blocks++;
}
*ubos = ralloc_array(mem_ctx, gl_uniform_block *, num_ubo_blocks);
*num_ubos = 0;
*ssbos = ralloc_array(mem_ctx, gl_uniform_block *, num_ssbo_blocks);
*num_ssbos = 0;
for (unsigned i = 0; i < num_blocks; i++) {
if (blocks[i].IsShaderStorage) {
(*ssbos)[(*num_ssbos)++] = &blocks[i];
} else {
(*ubos)[(*num_ubos)++] = &blocks[i];
}
}
assert(*num_ubos + *num_ssbos == num_blocks);
}
void void
link_shaders(struct gl_context *ctx, struct gl_shader_program *prog) link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
{ {
@ -4110,6 +4146,31 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
} }
} }
/* Split BufferInterfaceBlocks into UniformBlocks and ShaderStorageBlocks
* for gl_shader_program and gl_shader, so that drivers that need separate
* index spaces for each set can have that.
*/
for (unsigned i = MESA_SHADER_VERTEX; i <= MESA_SHADER_FRAGMENT; i++) {
if (prog->_LinkedShaders[i] != NULL) {
gl_shader *sh = prog->_LinkedShaders[i];
split_ubos_and_ssbos(sh,
sh->BufferInterfaceBlocks,
sh->NumBufferInterfaceBlocks,
&sh->UniformBlocks,
&sh->NumUniformBlocks,
&sh->ShaderStorageBlocks,
&sh->NumShaderStorageBlocks);
}
}
split_ubos_and_ssbos(prog,
prog->BufferInterfaceBlocks,
prog->NumBufferInterfaceBlocks,
&prog->UniformBlocks,
&prog->NumUniformBlocks,
&prog->ShaderStorageBlocks,
&prog->NumShaderStorageBlocks);
/* FINISHME: Assign fragment shader output locations. */ /* FINISHME: Assign fragment shader output locations. */
done: done:

View file

@ -110,6 +110,15 @@ _mesa_clear_shader_program_data(struct gl_shader_program *shProg)
ralloc_free(shProg->BufferInterfaceBlocks); ralloc_free(shProg->BufferInterfaceBlocks);
shProg->BufferInterfaceBlocks = NULL; shProg->BufferInterfaceBlocks = NULL;
shProg->NumBufferInterfaceBlocks = 0; shProg->NumBufferInterfaceBlocks = 0;
ralloc_free(shProg->UniformBlocks);
shProg->UniformBlocks = NULL;
shProg->NumUniformBlocks = 0;
ralloc_free(shProg->ShaderStorageBlocks);
shProg->ShaderStorageBlocks = NULL;
shProg->NumShaderStorageBlocks = 0;
for (i = 0; i < MESA_SHADER_STAGES; i++) { for (i = 0; i < MESA_SHADER_STAGES; i++) {
ralloc_free(shProg->UniformBlockStageIndex[i]); ralloc_free(shProg->UniformBlockStageIndex[i]);
shProg->UniformBlockStageIndex[i] = NULL; shProg->UniformBlockStageIndex[i] = NULL;

View file

@ -2284,13 +2284,35 @@ struct gl_shader
unsigned num_combined_uniform_components; unsigned num_combined_uniform_components;
/** /**
* This shader's uniform block information. * This shader's uniform/ssbo block information.
* *
* These fields are only set post-linking. * These fields are only set post-linking.
*
* BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
* useful during the linking process so that we don't have to handle SSBOs
* specifically.
*
* UniformBlocks is a list of UBOs. This is useful for backends that need
* or prefer to see separate index spaces for UBOS and SSBOs like the GL
* API specifies.
*
* ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
* need or prefer to see separate index spaces for UBOS and SSBOs like the
* GL API specifies.
*
* UniformBlocks and ShaderStorageBlocks only have pointers into
* BufferInterfaceBlocks so the actual resource information is not
* duplicated.
*/ */
unsigned NumBufferInterfaceBlocks; unsigned NumBufferInterfaceBlocks;
struct gl_uniform_block *BufferInterfaceBlocks; struct gl_uniform_block *BufferInterfaceBlocks;
unsigned NumUniformBlocks;
struct gl_uniform_block **UniformBlocks;
unsigned NumShaderStorageBlocks;
struct gl_uniform_block **ShaderStorageBlocks;
struct exec_list *ir; struct exec_list *ir;
struct exec_list *packed_varyings; struct exec_list *packed_varyings;
struct glsl_symbol_table *symbols; struct glsl_symbol_table *symbols;
@ -2687,9 +2709,34 @@ struct gl_shader_program
*/ */
unsigned LastClipDistanceArraySize; unsigned LastClipDistanceArraySize;
/**
* This shader's uniform/ssbo block information.
*
* BufferInterfaceBlocks is a list containing both UBOs and SSBOs. This is
* useful during the linking process so that we don't have to handle SSBOs
* specifically.
*
* UniformBlocks is a list of UBOs. This is useful for backends that need
* or prefer to see separate index spaces for UBOS and SSBOs like the GL
* API specifies.
*
* ShaderStorageBlocks is a list of SSBOs. This is useful for backends that
* need or prefer to see separate index spaces for UBOS and SSBOs like the
* GL API specifies.
*
* UniformBlocks and ShaderStorageBlocks only have pointers into
* BufferInterfaceBlocks so the actual resource information is not
* duplicated and are only set after linking.
*/
unsigned NumBufferInterfaceBlocks; unsigned NumBufferInterfaceBlocks;
struct gl_uniform_block *BufferInterfaceBlocks; struct gl_uniform_block *BufferInterfaceBlocks;
unsigned NumUniformBlocks;
struct gl_uniform_block **UniformBlocks;
unsigned NumShaderStorageBlocks;
struct gl_uniform_block **ShaderStorageBlocks;
/** /**
* Indices into the _LinkedShaders's UniformBlocks[] array for each stage * Indices into the _LinkedShaders's UniformBlocks[] array for each stage
* they're used in, or -1. * they're used in, or -1.