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8 commits

Author SHA1 Message Date
Timothy Arceri
86d87d1047 mesa: remove initialized field from uniform storage
The only place this was used was in a gallium debug function that
had to be manually enabled.

Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
Reviewed-by: Brian Paul <brianp@vmware.com>
2016-03-29 09:59:03 +11:00
Timothy Arceri
8683d54d2b glsl: reduce buffer block duplication
This reduces some of the craziness required for handling buffer
blocks. The problem is each shader stage holds its own information
about a block in memory, we were copying that information to a
program wide list but the per stage information remained meaning
when a binding was updated we needed to update all versions of it.

This changes the per stage blocks to instead point to a single
version of the block information in the program list.

Acked-by: Kenneth Graunke <kenneth@whitecape.org>
2016-03-26 09:26:30 +11:00
Timothy Arceri
e2415e8467 glsl: replace remaining tabs in link_uniforms.cpp
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
2016-03-05 20:50:05 +11:00
Timothy Arceri
96527c3cf2 glsl: copy explicit offset to uniform storage
Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
2016-03-05 19:38:44 +11:00
Plamena Manolova
65dfb3048e compiler/glsl: Fix uniform location counting.
This patch moves the calculation of current uniforms to
link_uniforms, which makes use of UniformRemapTable which
stores all the reserved uniform locations.

Location assignment for implicit uniforms now tries to use
any gaps left in the table after the location assignment
for explicit uniforms. This gives us more space to store more
uniforms.

Patch is based on earlier patch with following changes/additions:

   1: Move the counting of explicit locations to
      check_explicit_uniform_locations and then pass
      the number to link_assign_uniform_locations.
   2: Count the number of empty slots in UniformRemapTable
      and store them in a list_head.
   3: Try to find an empty slot for implicit locations from
      the list, if that fails resize UniformRemapTable.

Fixes following CTS tests:
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
   ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array

Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Plamena Manolova <plamena.manolova@intel.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=93696
2016-02-18 11:53:35 +02:00
Kenneth Graunke
565aa69970 glsl: Fix overflow of ImageAccess[] array.
The ImageAccess array is statically sized to MAX_IMAGE_UNIFORMS:

   GLenum ImageAccess[MAX_IMAGE_UNIFORMS];

There was no bounds checking ensuring we don't overflow.  Passing in a
shader with too many uniforms would cause writes to extend into other
fields, such as sh->NumImages.

Later linker checks already handle reporting an error when there are too
many images, so just avoid corrupting structures here.

This rearranges the logic a bit to look more like the sampler case.

Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Tested-by: Jordan Justen <jordan.l.justen@intel.com>
2016-02-13 21:12:18 -08:00
Timothy Arceri
23e24e27ac glsl: simplify setting of image access qualifiers
Cc: Francisco Jerez <currojerez@riseup.net>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
2016-02-05 10:05:40 +11:00
Emil Velikov
eb63640c1d glsl: move to compiler/
Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
2016-01-26 16:08:33 +00:00
Renamed from src/glsl/link_uniforms.cpp (Browse further)