This initially adds support for simple uniforms and varyings. --- src/compiler/glsl/shader_cache.cpp | 114 +++++++++++++++++++++++++++++++++++++ 1 file changed, 114 insertions(+)
diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp index 6a3267c..cd3d9e8 100644 --- a/src/compiler/glsl/shader_cache.cpp +++ b/src/compiler/glsl/shader_cache.cpp @@ -303,6 +303,116 @@ read_hash_tables(struct blob_reader *metadata, struct gl_shader_program *prog) } static void +write_program_resource_data(struct blob *metadata, + struct gl_shader_program *prog, + struct gl_program_resource *res) +{ + switch(res->Type) { + case GL_PROGRAM_INPUT: + case GL_PROGRAM_OUTPUT: { + const gl_shader_variable *var = (gl_shader_variable *)res->Data; + encode_type_to_blob(metadata, var->type); + blob_write_string(metadata, var->name); + blob_write_uint32(metadata, var->location); + + unsigned data = var->index; + data |= var->patch << 1; + data |= var->mode << 2; + blob_write_uint32(metadata, data); + break; + } + case GL_BUFFER_VARIABLE: + case GL_VERTEX_SUBROUTINE_UNIFORM: + case GL_GEOMETRY_SUBROUTINE_UNIFORM: + case GL_FRAGMENT_SUBROUTINE_UNIFORM: + case GL_COMPUTE_SUBROUTINE_UNIFORM: + case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: + case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: + case GL_UNIFORM: + for (unsigned i = 0; i < prog->NumUniformStorage; i++) { + if (strcmp(((gl_uniform_storage *)res->Data)->name, + prog->UniformStorage[i].name) == 0) { + blob_write_uint32(metadata, i); + break; + } + } + break; + default: + assert(!"Support for writting resource not yet implemented."); + } +} + +static void +read_program_resource_data(struct blob_reader *metadata, + struct gl_shader_program *prog, + struct gl_program_resource *res) +{ + switch(res->Type) { + case GL_PROGRAM_INPUT: + case GL_PROGRAM_OUTPUT: { + gl_shader_variable *var = ralloc(prog, struct gl_shader_variable); + var->type = decode_type_from_blob(metadata); + var->name = ralloc_strdup(prog, blob_read_string(metadata)); + var->location = blob_read_uint32(metadata); + + unsigned data = blob_read_uint32(metadata); + var->index = data & 1; + var->patch = data >> 1 & 1; + var->mode = data >> 2; + + res->Data = var; + break; + } + case GL_BUFFER_VARIABLE: + case GL_VERTEX_SUBROUTINE_UNIFORM: + case GL_GEOMETRY_SUBROUTINE_UNIFORM: + case GL_FRAGMENT_SUBROUTINE_UNIFORM: + case GL_COMPUTE_SUBROUTINE_UNIFORM: + case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: + case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: + case GL_UNIFORM: + res->Data = &prog->UniformStorage[blob_read_uint32(metadata)]; + break; + default: + assert(!"Support for reading resource not yet implemented."); + } +} + +static void +write_program_resource_list(struct blob *metadata, + struct gl_shader_program *prog) +{ + blob_write_uint32(metadata, prog->NumProgramResourceList); + + for (unsigned i = 0; i < prog->NumProgramResourceList; i++) { + blob_write_uint32(metadata, prog->ProgramResourceList[i].Type); + write_program_resource_data(metadata, prog, + &prog->ProgramResourceList[i]); + blob_write_bytes(metadata, &prog->ProgramResourceList[i].StageReferences, + sizeof(prog->ProgramResourceList[i].StageReferences)); + } +} + +static void +read_program_resource_list(struct blob_reader *metadata, + struct gl_shader_program *prog) +{ + prog->NumProgramResourceList = blob_read_uint32(metadata); + + prog->ProgramResourceList = ralloc_array(prog, gl_program_resource, + prog->NumProgramResourceList); + + for (unsigned i = 0; i < prog->NumProgramResourceList; i++) { + prog->ProgramResourceList[i].Type = blob_read_uint32(metadata); + read_program_resource_data(metadata, prog, + &prog->ProgramResourceList[i]); + blob_copy_bytes(metadata, + (uint8_t *) &prog->ProgramResourceList[i].StageReferences, + sizeof(prog->ProgramResourceList[i].StageReferences)); + } +} + +static void write_shader_parameters(struct blob *metadata, struct gl_program_parameter_list *params) { @@ -463,6 +573,8 @@ shader_cache_write_program_metadata(struct gl_context *ctx, write_uniform_remap_table(metadata, prog); + write_program_resource_list(metadata, prog); + for (unsigned i = 0; i < prog->NumShaders; i++) { cache_put_key(cache, prog->Shaders[i]->sha1); if (ctx->_Shader->Flags & GLSL_CACHE_INFO) { @@ -565,6 +677,8 @@ shader_cache_read_program_metadata(struct gl_context *ctx, read_uniform_remap_table(&metadata, prog); + read_program_resource_list(&metadata, prog); + if (metadata.current != metadata.end || metadata.overrun) { /* FIXME: At this point, we should discard the item from the cache and * rebuild from source. -- 2.7.4 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev