On Thu, 2016-02-04 at 12:03 +1100, Timothy Arceri wrote: > Cc: Francisco Jerez <curroje...@riseup.net> > --- > src/compiler/glsl/link_uniforms.cpp | 73 > ++++++++----------------------------- > 1 file changed, 16 insertions(+), 57 deletions(-) > > diff --git a/src/compiler/glsl/link_uniforms.cpp > b/src/compiler/glsl/link_uniforms.cpp > index da39941..fc46ba2 100644 > --- a/src/compiler/glsl/link_uniforms.cpp > +++ b/src/compiler/glsl/link_uniforms.cpp > @@ -504,6 +504,7 @@ public: > ir_variable *var) > { > current_var = var; > + this->prog = prog;
No reason to assign this every time we find a variable, we should do this in the constructor of the parcel object instead. With that change, Reviewed-by: Iago Toral Quiroga <ito...@igalia.com> > field_counter = 0; > this->record_next_sampler = new string_to_uint_map; > > @@ -651,6 +652,16 @@ private: > uniform->opaque[shader_type].index = this->next_image; > uniform->opaque[shader_type].active = true; > > + /* Set image access qualifiers */ > + const GLenum access = > + (current_var->data.image_read_only ? GL_READ_ONLY : > + current_var->data.image_write_only ? GL_WRITE_ONLY : > + GL_READ_WRITE); > + > + for (unsigned j = 0; j < MAX2(1, uniform->array_elements); ++j) > + prog->_LinkedShaders[shader_type]-> > + ImageAccess[this->next_image + j] = access; > + > /* Increment the image index by 1 for non-arrays and by the > * number of array elements for arrays. > */ > @@ -875,6 +886,11 @@ private: > */ > ir_variable *current_var; > > + /** > + * Current program being processed. > + */ > + struct gl_shader_program *prog; > + > /* Used to store the explicit location from current_var so that we can > * reuse the location field for storing the uniform slot id. > */ > @@ -1020,40 +1036,6 @@ link_update_uniform_buffer_variables(struct gl_shader > *shader) > } > } > > -static void > -link_set_image_access_qualifiers(struct gl_shader_program *prog, > - gl_shader *sh, unsigned shader_stage, > - ir_variable *var, const glsl_type *type, > - char **name, size_t name_length) > -{ > - /* Handle arrays of arrays */ > - if (type->is_array() && type->fields.array->is_array()) { > - for (unsigned i = 0; i < type->length; i++) { > - size_t new_length = name_length; > - > - /* Append the subscript to the current variable name */ > - ralloc_asprintf_rewrite_tail(name, &new_length, "[%u]", i); > - > - link_set_image_access_qualifiers(prog, sh, shader_stage, var, > - type->fields.array, name, > - new_length); > - } > - } else { > - unsigned id = 0; > - bool found = prog->UniformHash->get(id, *name); > - assert(found); > - (void) found; > - const gl_uniform_storage *storage = &prog->UniformStorage[id]; > - const unsigned index = storage->opaque[shader_stage].index; > - const GLenum access = (var->data.image_read_only ? GL_READ_ONLY : > - var->data.image_write_only ? GL_WRITE_ONLY : > - GL_READ_WRITE); > - > - for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j) > - sh->ImageAccess[index + j] = access; > - } > -} > - > /** > * Combine the hidden uniform hash map with the uniform hash map so that the > * hidden uniforms will be given indicies at the end of the uniform storage > @@ -1314,29 +1296,6 @@ link_assign_uniform_locations(struct gl_shader_program > *prog, > prog->NumHiddenUniforms = hidden_uniforms; > prog->UniformStorage = uniforms; > > - /** > - * Scan the program for image uniforms and store image unit access > - * information into the gl_shader data structure. > - */ > - for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { > - gl_shader *sh = prog->_LinkedShaders[i]; > - > - if (sh == NULL) > - continue; > - > - foreach_in_list(ir_instruction, node, sh->ir) { > - ir_variable *var = node->as_variable(); > - > - if (var && var->data.mode == ir_var_uniform && > - var->type->contains_image()) { > - char *name_copy = ralloc_strdup(NULL, var->name); > - link_set_image_access_qualifiers(prog, sh, i, var, var->type, > - &name_copy, strlen(var->name)); > - ralloc_free(name_copy); > - } > - } > - } > - > link_set_uniform_initializers(prog, boolean_true); > > return; _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev