On 05/26/2014 01:32 AM, Tapani Pälli wrote: > Patch refactors the existing uniform processing so explicit locations > are taken in to account during variable processing. These locations > are temporarily stored in gl_uniform_storage before actual locations > are set. > > UNMAPPED_UNIFORM_LOC marks unset location so that we can use 0 as a > valid explicit location. > > When locations are set, UniformRemapTable is first populated with > uniforms that have explicit location set (inactive and active ones), > rest are put after explicit location slots. > > v2: introduce define for locations that have not been set yet (Ian) > > Signed-off-by: Tapani Pälli <tapani.pa...@intel.com>
Reviewed-by: Ian Romanick <ian.d.roman...@intel.com> > --- > src/glsl/link_uniforms.cpp | 61 > ++++++++++++++++++++++++++++++++++++++++++---- > 1 file changed, 56 insertions(+), 5 deletions(-) > > diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp > index c7147e0..881ce47 100644 > --- a/src/glsl/link_uniforms.cpp > +++ b/src/glsl/link_uniforms.cpp > @@ -37,6 +37,11 @@ > */ > > /** > + * Used by linker to indicate uniforms that have no location set. > + */ > +#define UNMAPPED_UNIFORM_LOC ~0u > + > +/** > * Count the backing storage requirements for a type > */ > static unsigned > @@ -386,6 +391,9 @@ public: > void set_and_process(struct gl_shader_program *prog, > ir_variable *var) > { > + current_var = var; > + field_counter = 0; > + > ubo_block_index = -1; > if (var->is_in_uniform_block()) { > if (var->is_interface_instance() && var->type->is_array()) { > @@ -542,6 +550,22 @@ private: > return; > } > > + /* Assign explicit locations. */ > + if (current_var->data.explicit_location) { > + /* Set sequential locations for struct fields. */ > + if (record_type != NULL) { > + const unsigned entries = MAX2(1, > this->uniforms[id].array_elements); > + this->uniforms[id].remap_location = > + current_var->data.location + field_counter; > + field_counter += entries; > + } else { > + this->uniforms[id].remap_location = current_var->data.location; > + } > + } else { > + /* Initialize to to indicate that no location is set */ > + this->uniforms[id].remap_location = UNMAPPED_UNIFORM_LOC; > + } > + > this->uniforms[id].name = ralloc_strdup(this->uniforms, name); > this->uniforms[id].type = base_type; > this->uniforms[id].initialized = 0; > @@ -597,6 +621,17 @@ public: > gl_texture_index targets[MAX_SAMPLERS]; > > /** > + * Current variable being processed. > + */ > + ir_variable *current_var; > + > + /** > + * Field counter is used to take care that uniform structures > + * with explicit locations get sequential locations. > + */ > + unsigned field_counter; > + > + /** > * Mask of samplers used by the current shader stage. > */ > unsigned shader_samplers_used; > @@ -798,10 +833,6 @@ link_assign_uniform_locations(struct gl_shader_program > *prog) > prog->UniformStorage = NULL; > prog->NumUserUniformStorage = 0; > > - ralloc_free(prog->UniformRemapTable); > - prog->UniformRemapTable = NULL; > - prog->NumUniformRemapTable = 0; > - > if (prog->UniformHash != NULL) { > prog->UniformHash->clear(); > } else { > @@ -914,8 +945,28 @@ link_assign_uniform_locations(struct gl_shader_program > *prog) > sizeof(prog->_LinkedShaders[i]->SamplerTargets)); > } > > - /* Build the uniform remap table that is used to set/get uniform > locations */ > + /* Reserve all the explicit locations of the active uniforms. */ > for (unsigned i = 0; i < num_user_uniforms; i++) { > + if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) { > + /* How many new entries for this uniform? */ > + const unsigned entries = MAX2(1, uniforms[i].array_elements); > + > + /* Set remap table entries point to correct gl_uniform_storage. */ > + for (unsigned j = 0; j < entries; j++) { > + unsigned element_loc = uniforms[i].remap_location + j; > + assert(prog->UniformRemapTable[element_loc] == > + INACTIVE_UNIFORM_EXPLICIT_LOCATION); > + prog->UniformRemapTable[element_loc] = &uniforms[i]; > + } > + } > + } > + > + /* Reserve locations for rest of the uniforms. */ > + for (unsigned i = 0; i < num_user_uniforms; i++) { > + > + /* Explicit ones have been set already. */ > + if (uniforms[i].remap_location != UNMAPPED_UNIFORM_LOC) > + continue; > > /* how many new entries for this uniform? */ > const unsigned entries = MAX2(1, uniforms[i].array_elements); > _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev