From 23e24e27ac6044a6f669531a3ebf31ff25ae4a1e Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Thu, 4 Feb 2016 11:08:43 +1100 Subject: glsl: simplify setting of image access qualifiers Cc: Francisco Jerez Reviewed-by: Iago Toral Quiroga --- src/compiler/glsl/link_uniforms.cpp | 84 ++++++++++--------------------------- 1 file changed, 21 insertions(+), 63 deletions(-) diff --git a/src/compiler/glsl/link_uniforms.cpp b/src/compiler/glsl/link_uniforms.cpp index 33b2d4c864..7072c16cb2 100644 --- a/src/compiler/glsl/link_uniforms.cpp +++ b/src/compiler/glsl/link_uniforms.cpp @@ -471,10 +471,11 @@ private: */ class parcel_out_uniform_storage : public program_resource_visitor { public: - parcel_out_uniform_storage(struct string_to_uint_map *map, + parcel_out_uniform_storage(struct gl_shader_program *prog, + struct string_to_uint_map *map, struct gl_uniform_storage *uniforms, union gl_constant_value *values) - : map(map), uniforms(uniforms), values(values) + : prog(prog), map(map), uniforms(uniforms), values(values) { } @@ -492,8 +493,7 @@ public: memset(this->targets, 0, sizeof(this->targets)); } - void set_and_process(struct gl_shader_program *prog, - ir_variable *var) + void set_and_process(ir_variable *var) { current_var = var; field_counter = 0; @@ -643,6 +643,16 @@ 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. */ @@ -844,6 +854,11 @@ private: this->values += values_for_type(type); } + /** + * Current program being processed. + */ + struct gl_shader_program *prog; + struct string_to_uint_map *map; struct gl_uniform_storage *uniforms; @@ -1007,40 +1022,6 @@ 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 @@ -1148,7 +1129,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog, union gl_constant_value *data_end = &data[num_data_slots]; #endif - parcel_out_uniform_storage parcel(prog->UniformHash, uniforms, data); + parcel_out_uniform_storage parcel(prog, prog->UniformHash, uniforms, data); for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (prog->_LinkedShaders[i] == NULL) @@ -1163,7 +1144,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog, var->data.mode != ir_var_shader_storage)) continue; - parcel.set_and_process(prog, var); + parcel.set_and_process(var); } prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used; @@ -1301,29 +1282,6 @@ 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; -- cgit v1.2.3