glsl: remember which SSBOs are not read-only and pass it to gallium

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Marek Olšák
2019-04-03 14:22:16 -04:00
parent 66a82ec6f0
commit 4e1e8f684b
4 changed files with 20 additions and 1 deletions

View File

@@ -504,6 +504,7 @@ public:
this->next_bindless_image = 0;
free(this->bindless_access);
this->bindless_access = NULL;
this->shader_storage_blocks_write_access = 0;
}
void set_and_process(ir_variable *var)
@@ -542,6 +543,10 @@ public:
}
assert(buffer_block_index != -1);
if (var->is_in_shader_storage_block() &&
!var->data.memory_read_only)
shader_storage_blocks_write_access |= 1 << buffer_block_index;
/* Uniform blocks that were specified with an instance name must be
* handled a little bit differently. The name of the variable is the
* name used to reference the uniform block instead of being the name
@@ -1021,6 +1026,10 @@ public:
*/
GLenum *bindless_access;
/**
* Bitmask of shader storage blocks not declared as read-only.
*/
unsigned shader_storage_blocks_write_access;
};
static bool
@@ -1382,6 +1391,8 @@ link_assign_uniform_storage(struct gl_context *ctx,
shader->Program->SamplersUsed = parcel.shader_samplers_used;
shader->shadow_samplers = parcel.shader_shadow_samplers;
shader->Program->sh.ShaderStorageBlocksWriteAccess =
parcel.shader_storage_blocks_write_access;
if (parcel.num_bindless_samplers > 0) {
shader->Program->sh.NumBindlessSamplers = parcel.num_bindless_samplers;