st/mesa/glsl/nir/i965: make use of new gl_shader_program_data in gl_shader_program

Reviewed-by: Emil Velikov <emil.velikov@collabora.com>
This commit is contained in:
Timothy Arceri
2016-11-07 14:47:18 +11:00
parent 65cd0a0d7f
commit 203c8794a1
32 changed files with 323 additions and 315 deletions

View File

@@ -454,9 +454,9 @@ public:
buffer_block_index = -1;
if (var->is_in_buffer_block()) {
struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
prog->ShaderStorageBlocks : prog->UniformBlocks;
prog->data->ShaderStorageBlocks : prog->data->UniformBlocks;
unsigned num_blks = var->is_in_shader_storage_block() ?
prog->NumShaderStorageBlocks : prog->NumUniformBlocks;
prog->data->NumShaderStorageBlocks : prog->data->NumUniformBlocks;
if (var->is_interface_instance() && var->type->is_array()) {
unsigned l = strlen(var->get_interface_type()->name);
@@ -1042,49 +1042,53 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
prog->NumUniformRemapTable - num_explicit_uniform_locs;
/* Reserve all the explicit locations of the active uniforms. */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (prog->UniformStorage[i].type->is_subroutine() ||
prog->UniformStorage[i].is_shader_storage)
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (prog->data->UniformStorage[i].type->is_subroutine() ||
prog->data->UniformStorage[i].is_shader_storage)
continue;
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC) {
if (prog->data->UniformStorage[i].remap_location !=
UNMAPPED_UNIFORM_LOC) {
/* How many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->UniformStorage[i].array_elements);
MAX2(1, prog->data->UniformStorage[i].array_elements);
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
unsigned element_loc = prog->UniformStorage[i].remap_location + j;
unsigned element_loc =
prog->data->UniformStorage[i].remap_location + j;
assert(prog->UniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
prog->UniformRemapTable[element_loc] = &prog->UniformStorage[i];
prog->UniformRemapTable[element_loc] =
&prog->data->UniformStorage[i];
}
}
}
/* Reserve locations for rest of the uniforms. */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (prog->UniformStorage[i].type->is_subroutine() ||
prog->UniformStorage[i].is_shader_storage)
if (prog->data->UniformStorage[i].type->is_subroutine() ||
prog->data->UniformStorage[i].is_shader_storage)
continue;
/* Built-in uniforms should not get any location. */
if (prog->UniformStorage[i].builtin)
if (prog->data->UniformStorage[i].builtin)
continue;
/* Explicit ones have been set already. */
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
if (prog->data->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
continue;
/* how many new entries for this uniform? */
const unsigned entries = MAX2(1, prog->UniformStorage[i].array_elements);
const unsigned entries =
MAX2(1, prog->data->UniformStorage[i].array_elements);
/* Find UniformRemapTable for empty blocks where we can fit this uniform. */
int chosen_location = -1;
if (empty_locs)
chosen_location = find_empty_block(prog, &prog->UniformStorage[i]);
chosen_location = find_empty_block(prog, &prog->data->UniformStorage[i]);
/* Add new entries to the total amount of entries. */
total_entries += entries;
@@ -1106,10 +1110,10 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
/* set pointers for this uniform */
for (unsigned j = 0; j < entries; j++)
prog->UniformRemapTable[chosen_location + j] =
&prog->UniformStorage[i];
&prog->data->UniformStorage[i];
/* set the base location in remap table for the uniform */
prog->UniformStorage[i].remap_location = chosen_location;
prog->data->UniformStorage[i].remap_location = chosen_location;
}
/* Verify that total amount of entries for explicit and implicit locations
@@ -1123,53 +1127,55 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
}
/* Reserve all the explicit locations of the active subroutine uniforms. */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (!prog->UniformStorage[i].type->is_subroutine())
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].type->is_subroutine())
continue;
if (prog->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
/* How many new entries for this uniform? */
const unsigned entries =
MAX2(1, prog->UniformStorage[i].array_elements);
MAX2(1, prog->data->UniformStorage[i].array_elements);
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
continue;
if (!prog->UniformStorage[i].opaque[j].active)
if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned k = 0; k < entries; k++) {
unsigned element_loc = prog->UniformStorage[i].remap_location + k;
unsigned element_loc =
prog->data->UniformStorage[i].remap_location + k;
assert(sh->SubroutineUniformRemapTable[element_loc] ==
INACTIVE_UNIFORM_EXPLICIT_LOCATION);
sh->SubroutineUniformRemapTable[element_loc] =
&prog->UniformStorage[i];
&prog->data->UniformStorage[i];
}
}
}
/* reserve subroutine locations */
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
if (!prog->UniformStorage[i].type->is_subroutine())
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
if (!prog->data->UniformStorage[i].type->is_subroutine())
continue;
if (prog->UniformStorage[i].remap_location != UNMAPPED_UNIFORM_LOC)
if (prog->data->UniformStorage[i].remap_location !=
UNMAPPED_UNIFORM_LOC)
continue;
const unsigned entries =
MAX2(1, prog->UniformStorage[i].array_elements);
MAX2(1, prog->data->UniformStorage[i].array_elements);
for (unsigned j = 0; j < MESA_SHADER_STAGES; j++) {
struct gl_linked_shader *sh = prog->_LinkedShaders[j];
if (!sh)
continue;
if (!prog->UniformStorage[i].opaque[j].active)
if (!prog->data->UniformStorage[i].opaque[j].active)
continue;
sh->SubroutineUniformRemapTable =
@@ -1180,9 +1186,9 @@ link_setup_uniform_remap_tables(struct gl_context *ctx,
for (unsigned k = 0; k < entries; k++) {
sh->SubroutineUniformRemapTable[sh->NumSubroutineUniformRemapTable + k] =
&prog->UniformStorage[i];
&prog->data->UniformStorage[i];
}
prog->UniformStorage[i].remap_location =
prog->data->UniformStorage[i].remap_location =
sh->NumSubroutineUniformRemapTable;
sh->NumSubroutineUniformRemapTable += entries;
}
@@ -1197,14 +1203,14 @@ link_assign_uniform_storage(struct gl_context *ctx,
{
/* On the outside chance that there were no uniforms, bail out.
*/
if (prog->NumUniformStorage == 0)
if (prog->data->NumUniformStorage == 0)
return;
unsigned int boolean_true = ctx->Const.UniformBooleanTrue;
prog->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
prog->NumUniformStorage);
union gl_constant_value *data = rzalloc_array(prog->UniformStorage,
prog->data->UniformStorage = rzalloc_array(prog, struct gl_uniform_storage,
prog->data->NumUniformStorage);
union gl_constant_value *data = rzalloc_array(prog->data->UniformStorage,
union gl_constant_value,
num_data_slots);
#ifndef NDEBUG
@@ -1212,7 +1218,7 @@ link_assign_uniform_storage(struct gl_context *ctx,
#endif
parcel_out_uniform_storage parcel(prog, prog->UniformHash,
prog->UniformStorage, data);
prog->data->UniformStorage, data);
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (prog->_LinkedShaders[i] == NULL)
@@ -1240,11 +1246,11 @@ link_assign_uniform_storage(struct gl_context *ctx,
}
#ifndef NDEBUG
for (unsigned i = 0; i < prog->NumUniformStorage; i++) {
assert(prog->UniformStorage[i].storage != NULL ||
prog->UniformStorage[i].builtin ||
prog->UniformStorage[i].is_shader_storage ||
prog->UniformStorage[i].block_index != -1);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
assert(prog->data->UniformStorage[i].storage != NULL ||
prog->data->UniformStorage[i].builtin ||
prog->data->UniformStorage[i].is_shader_storage ||
prog->data->UniformStorage[i].block_index != -1);
}
assert(parcel.values == data_end);
@@ -1260,9 +1266,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
struct gl_context *ctx,
unsigned int num_explicit_uniform_locs)
{
ralloc_free(prog->UniformStorage);
prog->UniformStorage = NULL;
prog->NumUniformStorage = 0;
ralloc_free(prog->data->UniformStorage);
prog->data->UniformStorage = NULL;
prog->data->NumUniformStorage = 0;
if (prog->UniformHash != NULL) {
prog->UniformHash->clear();
@@ -1324,8 +1330,8 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
}
}
prog->NumUniformStorage = uniform_size.num_active_uniforms;
prog->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
prog->data->NumUniformStorage = uniform_size.num_active_uniforms;
prog->data->NumHiddenUniforms = uniform_size.num_hidden_uniforms;
/* assign hidden uniforms a slot id */
hiddenUniforms->iterate(assign_hidden_uniform_slot_id, &uniform_size);