glsl: Calculate link-time uniform block data without using compile-time block data

Pretty much all of the compile-time, per-compilation unit block data is
about to get the axe.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
This commit is contained in:
Ian Romanick 2013-01-21 23:57:45 -05:00
parent bd963e12ef
commit e2c95cd674

View file

@ -281,36 +281,66 @@ public:
}
void set_and_process(struct gl_shader_program *prog,
struct gl_shader *shader,
ir_variable *var)
{
ubo_var = NULL;
ubo_block_index = -1;
if (var->is_in_uniform_block()) {
struct gl_uniform_block *block =
&shader->UniformBlocks[var->uniform_block];
if (var->is_interface_instance() && var->type->is_array()) {
unsigned l = strlen(var->interface_type->name);
ubo_block_index = -1;
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
if (!strcmp(prog->UniformBlocks[i].Name,
shader->UniformBlocks[var->uniform_block].Name)) {
ubo_block_index = i;
break;
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
if (strncmp(var->interface_type->name,
prog->UniformBlocks[i].Name,
l) == 0
&& prog->UniformBlocks[i].Name[l] == '[') {
ubo_block_index = i;
break;
}
}
} else {
for (unsigned i = 0; i < prog->NumUniformBlocks; i++) {
if (strcmp(var->interface_type->name,
prog->UniformBlocks[i].Name) == 0) {
ubo_block_index = i;
break;
}
}
}
assert(ubo_block_index != -1);
ubo_var_index = var->location;
ubo_var = &block->Uniforms[var->location];
ubo_byte_offset = ubo_var->Offset;
}
/* Uniform blocks that were specified with an instance name must be
* handled a little bit differently. The name of the variable is the
* name used to reference the uniform block instead of being the name
* of a variable within the block. Therefore, searching for the name
* within the block will fail.
*/
if (var->is_interface_instance()) {
ubo_byte_offset = 0;
ubo_row_major = false;
} else {
const struct gl_uniform_block *const block =
&prog->UniformBlocks[ubo_block_index];
process(var);
assert(var->location != -1);
const struct gl_uniform_buffer_variable *const ubo_var =
&block->Uniforms[var->location];
ubo_row_major = ubo_var->RowMajor;
ubo_byte_offset = ubo_var->Offset;
}
if (var->is_interface_instance())
process(var->interface_type, var->interface_type->name);
else
process(var);
} else
process(var);
}
struct gl_uniform_buffer_variable *ubo_var;
int ubo_block_index;
int ubo_var_index;
int ubo_byte_offset;
bool ubo_row_major;
private:
virtual void visit_field(const glsl_type *type, const char *name,
@ -392,17 +422,17 @@ private:
this->uniforms[id].num_driver_storage = 0;
this->uniforms[id].driver_storage = NULL;
this->uniforms[id].storage = this->values;
if (this->ubo_var) {
if (this->ubo_block_index != -1) {
this->uniforms[id].block_index = this->ubo_block_index;
unsigned alignment = type->std140_base_alignment(ubo_var->RowMajor);
unsigned alignment = type->std140_base_alignment(ubo_row_major);
this->ubo_byte_offset = align(this->ubo_byte_offset, alignment);
this->uniforms[id].offset = this->ubo_byte_offset;
this->ubo_byte_offset += type->std140_size(ubo_var->RowMajor);
this->ubo_byte_offset += type->std140_size(ubo_row_major);
if (type->is_array()) {
this->uniforms[id].array_stride =
align(type->fields.array->std140_size(ubo_var->RowMajor), 16);
align(type->fields.array->std140_size(ubo_row_major), 16);
} else {
this->uniforms[id].array_stride = 0;
}
@ -410,7 +440,7 @@ private:
if (type->is_matrix() ||
(type->is_array() && type->fields.array->is_matrix())) {
this->uniforms[id].matrix_stride = 16;
this->uniforms[id].row_major = ubo_var->RowMajor;
this->uniforms[id].row_major = ubo_row_major;
} else {
this->uniforms[id].matrix_stride = 0;
this->uniforms[id].row_major = false;
@ -666,7 +696,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
if (strncmp("gl_", var->name, 3) == 0)
continue;
parcel.set_and_process(prog, prog->_LinkedShaders[i], var);
parcel.set_and_process(prog, var);
}
prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;