glsl: cache uniform values

These may be lowered constant arrays or uniform values that we set before linking
so we need to cache the actual uniform values.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri 2016-04-13 10:28:04 +10:00 committed by Timothy Arceri
parent 49f3439089
commit dc0c0c176d

View file

@ -568,11 +568,13 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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);
blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
blob_write_uint32(metadata,
@ -584,6 +586,22 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
sizeof(prog->data->UniformStorage[i].opaque));
}
/* Here we cache all uniform values. We do this to retain values for
* uniforms with initialisers and also hidden uniforms that may be lowered
* constant arrays. We could possibly just store the values we need but for
* now we just store everything.
*/
blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].builtin) {
unsigned vec_size =
values_for_type(prog->data->UniformStorage[i].type) *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
sizeof(union gl_constant_value) * vec_size);
}
}
}
static void
@ -611,11 +629,13 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
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);
uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
uniforms[i].offset = blob_read_uint32(metadata);
uniforms[i].array_stride = blob_read_uint32(metadata);
uniforms[i].hidden = blob_read_uint32(metadata);
uniforms[i].matrix_stride = blob_read_uint32(metadata);
uniforms[i].row_major = blob_read_uint32(metadata);
uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
@ -627,6 +647,19 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
sizeof(uniforms[i].opaque));
}
/* Restore uniform values. */
prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].builtin) {
unsigned vec_size =
values_for_type(prog->data->UniformStorage[i].type) *
MAX2(prog->data->UniformStorage[i].array_elements, 1);
blob_copy_bytes(metadata,
(uint8_t *) prog->data->UniformStorage[i].storage,
sizeof(union gl_constant_value) * vec_size);
}
}
}
enum uniform_remap_type