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

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@@ -1065,6 +1065,7 @@ write_shader_metadata(struct blob *metadata, gl_linked_shader *shader)
sizeof(glprog->sh.SamplerTargets)); sizeof(glprog->sh.SamplerTargets));
blob_write_uint32(metadata, glprog->ShadowSamplers); blob_write_uint32(metadata, glprog->ShadowSamplers);
blob_write_uint32(metadata, glprog->ExternalSamplersUsed); blob_write_uint32(metadata, glprog->ExternalSamplersUsed);
blob_write_uint32(metadata, glprog->sh.ShaderStorageBlocksWriteAccess);
blob_write_bytes(metadata, glprog->sh.ImageAccess, blob_write_bytes(metadata, glprog->sh.ImageAccess,
sizeof(glprog->sh.ImageAccess)); sizeof(glprog->sh.ImageAccess));
@@ -1119,6 +1120,7 @@ read_shader_metadata(struct blob_reader *metadata,
sizeof(glprog->sh.SamplerTargets)); sizeof(glprog->sh.SamplerTargets));
glprog->ShadowSamplers = blob_read_uint32(metadata); glprog->ShadowSamplers = blob_read_uint32(metadata);
glprog->ExternalSamplersUsed = blob_read_uint32(metadata); glprog->ExternalSamplersUsed = blob_read_uint32(metadata);
glprog->sh.ShaderStorageBlocksWriteAccess = blob_read_uint32(metadata);
blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess, blob_copy_bytes(metadata, (uint8_t *) glprog->sh.ImageAccess,
sizeof(glprog->sh.ImageAccess)); sizeof(glprog->sh.ImageAccess));

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@@ -2169,6 +2169,11 @@ struct gl_program
struct gl_uniform_block **UniformBlocks; struct gl_uniform_block **UniformBlocks;
struct gl_uniform_block **ShaderStorageBlocks; struct gl_uniform_block **ShaderStorageBlocks;
/**
* Bitmask of shader storage blocks not declared as read-only.
*/
unsigned ShaderStorageBlocksWriteAccess;
/** Which texture target is being sampled /** Which texture target is being sampled
* (TEXTURE_1D/2D/3D/etc_INDEX) * (TEXTURE_1D/2D/3D/etc_INDEX)
*/ */

View File

@@ -82,7 +82,8 @@ st_bind_ssbos(struct st_context *st, struct gl_program *prog,
} }
} }
st->pipe->set_shader_buffers(st->pipe, shader_type, buffer_base, st->pipe->set_shader_buffers(st->pipe, shader_type, buffer_base,
prog->info.num_ssbos, buffers, ~0); prog->info.num_ssbos, buffers,
prog->sh.ShaderStorageBlocksWriteAccess);
/* clear out any stale shader buffers */ /* clear out any stale shader buffers */
if (prog->info.num_ssbos < c->MaxShaderStorageBlocks) if (prog->info.num_ssbos < c->MaxShaderStorageBlocks)
st->pipe->set_shader_buffers( st->pipe->set_shader_buffers(