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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>
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1 changed files with 33 additions and 0 deletions
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@ -568,11 +568,13 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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blob_write_string(metadata, prog->data->UniformStorage[i].name);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
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prog->data->UniformDataSlots);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].offset);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
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blob_write_uint32(metadata,
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@ -584,6 +586,22 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
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sizeof(prog->data->UniformStorage[i].opaque));
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}
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/* Here we cache all uniform values. We do this to retain values for
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* uniforms with initialisers and also hidden uniforms that may be lowered
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* constant arrays. We could possibly just store the values we need but for
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* now we just store everything.
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*/
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blob_write_uint32(metadata, prog->data->NumHiddenUniforms);
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (!prog->data->UniformStorage[i].builtin) {
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unsigned vec_size =
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values_for_type(prog->data->UniformStorage[i].type) *
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MAX2(prog->data->UniformStorage[i].array_elements, 1);
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blob_write_bytes(metadata, prog->data->UniformStorage[i].storage,
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sizeof(union gl_constant_value) * vec_size);
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}
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}
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}
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static void
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@ -611,11 +629,13 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
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uniforms[i].array_elements = blob_read_uint32(metadata);
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uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata));
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uniforms[i].storage = data + blob_read_uint32(metadata);
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uniforms[i].builtin = blob_read_uint32(metadata);
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uniforms[i].remap_location = blob_read_uint32(metadata);
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uniforms[i].block_index = blob_read_uint32(metadata);
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uniforms[i].atomic_buffer_index = blob_read_uint32(metadata);
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uniforms[i].offset = blob_read_uint32(metadata);
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uniforms[i].array_stride = blob_read_uint32(metadata);
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uniforms[i].hidden = blob_read_uint32(metadata);
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uniforms[i].matrix_stride = blob_read_uint32(metadata);
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uniforms[i].row_major = blob_read_uint32(metadata);
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uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata);
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@ -627,6 +647,19 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
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blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
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sizeof(uniforms[i].opaque));
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}
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/* Restore uniform values. */
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prog->data->NumHiddenUniforms = blob_read_uint32(metadata);
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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if (!prog->data->UniformStorage[i].builtin) {
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unsigned vec_size =
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values_for_type(prog->data->UniformStorage[i].type) *
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MAX2(prog->data->UniformStorage[i].array_elements, 1);
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blob_copy_bytes(metadata,
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(uint8_t *) prog->data->UniformStorage[i].storage,
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sizeof(union gl_constant_value) * vec_size);
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}
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}
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}
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enum uniform_remap_type
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