st/mesa/glsl/i965: move per stage UniformBlocks to gl_program

This will help allow us to store pointers to gl_program structs in the
CurrentProgram array resulting in a bunch of code simplifications.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Timothy Arceri
2016-11-05 08:55:57 +11:00
parent b792c38979
commit 0e7eec1ab5
7 changed files with 19 additions and 21 deletions

View File

@@ -903,7 +903,7 @@ link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
unsigned num_blocks = var->data.mode == ir_var_uniform ?
shader->Program->info.num_ubos : shader->NumShaderStorageBlocks;
struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
shader->UniformBlocks : shader->ShaderStorageBlocks;
shader->Program->sh.UniformBlocks : shader->ShaderStorageBlocks;
if (var->is_interface_instance()) {
const ir_array_refcount_entry *const entry = v.get_variable_entry(var);
@@ -1332,7 +1332,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
sh->num_combined_uniform_components +=
sh->UniformBlocks[i]->UniformBufferSize / 4;
sh->Program->sh.UniformBlocks[i]->UniformBufferSize / 4;
}
}

View File

@@ -1162,7 +1162,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
sh_blks = sh->ShaderStorageBlocks;
} else {
sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ubos;
sh_blks = sh->UniformBlocks;
sh_blks = sh->Program->sh.UniformBlocks;
}
for (unsigned int j = 0; j < sh_num_blocks; j++) {
@@ -1194,7 +1194,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
struct gl_linked_shader *sh = prog->_LinkedShaders[i];
struct gl_uniform_block **sh_blks = validate_ssbo ?
sh->ShaderStorageBlocks : sh->UniformBlocks;
sh->ShaderStorageBlocks : sh->Program->sh.UniformBlocks;
blks[j].stageref |= sh_blks[stage_index]->stageref;
sh_blks[stage_index] = &blks[j];
@@ -2272,11 +2272,11 @@ link_intrastage_shaders(void *mem_ctx,
}
/* Copy ubo blocks to linked shader list */
linked->UniformBlocks =
linked->Program->sh.UniformBlocks =
ralloc_array(linked, gl_uniform_block *, num_ubo_blocks);
ralloc_steal(linked, ubo_blocks);
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->UniformBlocks[i] = &ubo_blocks[i];
linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
}
linked->Program->info.num_ubos = num_ubo_blocks;

View File

@@ -293,7 +293,7 @@ lower_ubo_reference_visitor::setup_for_load_or_store(void *mem_ctx,
blocks = shader->ShaderStorageBlocks;
} else {
num_blocks = shader->Program->info.num_ubos;
blocks = shader->UniformBlocks;
blocks = shader->Program->sh.UniformBlocks;
}
this->uniform_block = NULL;
for (unsigned i = 0; i < num_blocks; i++) {