mesa/glsl: set sampler units directly in gl_program

Now that we create gl_program earlier there is no need to mess about
copying things to gl_linked_shader then to gl_program.

Reviewed-by: Eric Anholt <eric@anholt.net>
This commit is contained in:
Timothy Arceri
2016-11-04 17:05:22 +11:00
parent 7cc61cf706
commit 53a509723f
4 changed files with 7 additions and 17 deletions

View File

@@ -134,7 +134,8 @@ set_opaque_binding(void *mem_ctx, gl_shader_program *prog,
storage->opaque[sh].active) { storage->opaque[sh].active) {
for (unsigned i = 0; i < elements; i++) { for (unsigned i = 0; i < elements; i++) {
const unsigned index = storage->opaque[sh].index + i; const unsigned index = storage->opaque[sh].index + i;
shader->SamplerUnits[index] = storage->storage[i].i; shader->Program->SamplerUnits[index] =
storage->storage[i].i;
} }
} else if (storage->type->base_type == GLSL_TYPE_IMAGE && } else if (storage->type->base_type == GLSL_TYPE_IMAGE &&
@@ -242,7 +243,7 @@ set_uniform_initializer(void *mem_ctx, gl_shader_program *prog,
if (shader && storage->opaque[sh].active) { if (shader && storage->opaque[sh].active) {
unsigned index = storage->opaque[sh].index; unsigned index = storage->opaque[sh].index;
shader->SamplerUnits[index] = storage->storage[0].i; shader->Program->SamplerUnits[index] = storage->storage[0].i;
} }
} }
} }

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@@ -2360,14 +2360,6 @@ struct gl_linked_shader
GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */ GLbitfield shadow_samplers; /**< Samplers used for shadow sampling. */
/*@}*/ /*@}*/
/**
* Map from sampler unit to texture unit (set by glUniform1i())
*
* A sampler unit is associated with each sampler uniform by the linker.
* The sampler unit associated with each uniform is stored in the
* \c gl_uniform_storage::sampler field.
*/
GLubyte SamplerUnits[MAX_SAMPLERS];
/** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */
gl_texture_index SamplerTargets[MAX_SAMPLERS]; gl_texture_index SamplerTargets[MAX_SAMPLERS];

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@@ -866,8 +866,8 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
bool changed = false; bool changed = false;
for (int j = 0; j < count; j++) { for (int j = 0; j < count; j++) {
unsigned unit = uni->opaque[i].index + offset + j; unsigned unit = uni->opaque[i].index + offset + j;
if (sh->SamplerUnits[unit] != ((unsigned *) values)[j]) { if (sh->Program->SamplerUnits[unit] != ((unsigned *) values)[j]) {
sh->SamplerUnits[unit] = ((unsigned *) values)[j]; sh->Program->SamplerUnits[unit] = ((unsigned *) values)[j];
changed = true; changed = true;
} }
} }
@@ -879,8 +879,6 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
} }
struct gl_program *const prog = sh->Program; struct gl_program *const prog = sh->Program;
assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits));
_mesa_update_shader_textures_used(shProg, prog); _mesa_update_shader_textures_used(shProg, prog);
if (ctx->Driver.SamplerUniformChange) if (ctx->Driver.SamplerUniformChange)
ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog); ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
@@ -1108,7 +1106,7 @@ _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
mask = shader->Program->SamplersUsed; mask = shader->Program->SamplersUsed;
while (mask) { while (mask) {
const int s = u_bit_scan(&mask); const int s = u_bit_scan(&mask);
GLuint unit = shader->SamplerUnits[s]; GLuint unit = shader->Program->SamplerUnits[s];
GLuint tgt = shader->SamplerTargets[s]; GLuint tgt = shader->SamplerTargets[s];
/* FIXME: Samplers are initialized to 0 and Mesa doesn't do a /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a

View File

@@ -73,14 +73,13 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
assert(shader); assert(shader);
memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits));
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
shProg->SamplersValidated = GL_TRUE; shProg->SamplersValidated = GL_TRUE;
while (mask) { while (mask) {
const int s = u_bit_scan(&mask); const int s = u_bit_scan(&mask);
GLuint unit = shader->SamplerUnits[s]; GLuint unit = prog->SamplerUnits[s];
GLuint tgt = shader->SamplerTargets[s]; GLuint tgt = shader->SamplerTargets[s];
assert(unit < ARRAY_SIZE(prog->TexturesUsed)); assert(unit < ARRAY_SIZE(prog->TexturesUsed));
assert(tgt < NUM_TEXTURE_TARGETS); assert(tgt < NUM_TEXTURE_TARGETS);