This will help allow us to simplify the handling of samplers by storing them in a single location rather than duplicating them in both gl_linked_shader and gl_program.
Reviewed-by: Eric Anholt <e...@anholt.net> --- src/compiler/glsl/link_uniforms.cpp | 7 ++++--- src/mesa/main/mtypes.h | 14 ++++++++------ src/mesa/main/uniform_query.cpp | 2 +- src/mesa/main/uniforms.c | 2 +- src/mesa/program/ir_to_mesa.cpp | 2 +- src/mesa/state_tracker/st_glsl_to_nir.cpp | 2 +- 6 files changed, 16 insertions(+), 13 deletions(-) diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index 8604dba..57a7db4 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -1248,10 +1248,11 @@ link_assign_uniform_storage(struct gl_context *ctx, parcel.shader_samplers_used; prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers; - STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->SamplerTargets) == + STATIC_ASSERT(sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets) == sizeof(parcel.targets)); - memcpy(prog->_LinkedShaders[i]->SamplerTargets, parcel.targets, - sizeof(prog->_LinkedShaders[i]->SamplerTargets)); + memcpy(prog->_LinkedShaders[i]->Program->sh.SamplerTargets, + parcel.targets, + sizeof(prog->_LinkedShaders[i]->Program->sh.SamplerTargets)); } #ifndef NDEBUG diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h index 9cc4fd5..33a9666 100644 --- a/src/mesa/main/mtypes.h +++ b/src/mesa/main/mtypes.h @@ -2004,6 +2004,11 @@ struct gl_program struct gl_uniform_block **UniformBlocks; struct gl_uniform_block **ShaderStorageBlocks; + /** Which texture target is being sampled + * (TEXTURE_1D/2D/3D/etc_INDEX) + */ + gl_texture_index SamplerTargets[MAX_SAMPLERS]; + union { struct { /** @@ -2359,9 +2364,6 @@ struct gl_linked_shader GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */ /*@}*/ - /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ - gl_texture_index SamplerTargets[MAX_SAMPLERS]; - /** * Number of default uniform block components used by this shader. * @@ -2392,14 +2394,14 @@ struct gl_linked_shader struct gl_shader_info info; }; -static inline GLbitfield gl_external_samplers(struct gl_linked_shader *shader) +static inline GLbitfield gl_external_samplers(struct gl_program *prog) { GLbitfield external_samplers = 0; - GLbitfield mask = shader->Program->SamplersUsed; + GLbitfield mask = prog->SamplersUsed; while (mask) { int idx = u_bit_scan(&mask); - if (shader->SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX) + if (prog->sh.SamplerTargets[idx] == TEXTURE_EXTERNAL_INDEX) external_samplers |= (1 << idx); } diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index 047d21a..145eff0 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -1107,7 +1107,7 @@ _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline) while (mask) { const int s = u_bit_scan(&mask); GLuint unit = shader->Program->SamplerUnits[s]; - GLuint tgt = shader->SamplerTargets[s]; + GLuint tgt = shader->Program->sh.SamplerTargets[s]; /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a * great job of eliminating unused uniforms currently so for now diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index 5534fcf..51db39e 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -80,7 +80,7 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg, while (mask) { const int s = u_bit_scan(&mask); GLuint unit = prog->SamplerUnits[s]; - GLuint tgt = shader->SamplerTargets[s]; + GLuint tgt = prog->sh.SamplerTargets[s]; assert(unit < ARRAY_SIZE(prog->TexturesUsed)); assert(tgt < NUM_TEXTURE_TARGETS); diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index f360f8f..80516f4 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -2918,7 +2918,7 @@ get_mesa_program(struct gl_context *ctx, do_set_program_inouts(shader->ir, prog, shader->Stage); prog->ShadowSamplers = shader->shadow_samplers; - prog->ExternalSamplersUsed = gl_external_samplers(shader); + prog->ExternalSamplersUsed = gl_external_samplers(prog); _mesa_update_shader_textures_used(shader_program, prog); /* Set the gl_FragDepth layout. */ diff --git a/src/mesa/state_tracker/st_glsl_to_nir.cpp b/src/mesa/state_tracker/st_glsl_to_nir.cpp index d5309e4..60d101c 100644 --- a/src/mesa/state_tracker/st_glsl_to_nir.cpp +++ b/src/mesa/state_tracker/st_glsl_to_nir.cpp @@ -413,7 +413,7 @@ st_nir_get_mesa_program(struct gl_context *ctx, } prog->ShadowSamplers = shader->shadow_samplers; - prog->ExternalSamplersUsed = gl_external_samplers(shader); + prog->ExternalSamplersUsed = gl_external_samplers(prog); _mesa_update_shader_textures_used(shader_program, prog); /* Avoid reallocation of the program parameter list, because the uniform -- 2.9.3 _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org https://lists.freedesktop.org/mailman/listinfo/mesa-dev