glsl: Propagate explicit binding information from the AST all the way to the linker

Information about the binding was not being properly communicated from
the front-end compiler to the linker.  As a result, the linker never
knew that any UBOs had explicit bindings!

Fixes the piglit test arb_shading_language_420pack-binding-layout.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=76323
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Tested-by: github@socker.lepus.uberspace.de [v0]
Cc: "10.1" <mesa-stable@lists.freedesktop.org>
Cc: github@socker.lepus.uberspace.de
This commit is contained in:
Ian Romanick
2014-04-02 18:58:54 -07:00
parent 25a6656875
commit 625cf8c874
4 changed files with 30 additions and 2 deletions

View File

@@ -5316,6 +5316,13 @@ ast_interface_block::hir(exec_list *instructions,
earlier->reinit_interface_type(block_type);
delete var;
} else {
/* Propagate the "binding" keyword into this UBO's fields;
* the UBO declaration itself doesn't get an ir_variable unless it
* has an instance name. This is ugly.
*/
var->data.explicit_binding = this->layout.flags.q.explicit_binding;
var->data.binding = this->layout.binding;
state->symbols->add_variable(var);
instructions->push_tail(var);
}

View File

@@ -46,6 +46,14 @@ process_block(void *mem_ctx, struct hash_table *ht, ir_variable *var)
b->type = block_type;
b->has_instance_name = var->is_interface_instance();
if (var->data.explicit_binding) {
b->has_binding = true;
b->binding = var->data.binding;
} else {
b->has_binding = false;
b->binding = 0;
}
_mesa_hash_table_insert(ht, h, var->get_interface_type()->name,
(void *) b);
return b;

View File

@@ -36,7 +36,10 @@ struct link_uniform_block_active {
unsigned *array_elements;
unsigned num_array_elements;
unsigned binding;
bool has_instance_name;
bool has_binding;
};
class link_uniform_block_active_visitor : public ir_hierarchical_visitor {

View File

@@ -251,7 +251,17 @@ link_uniform_blocks(void *mem_ctx,
blocks[i].Name = ralloc_asprintf(blocks, "%s[%u]", name,
b->array_elements[j]);
blocks[i].Uniforms = &variables[parcel.index];
blocks[i].Binding = 0;
/* The GL_ARB_shading_language_420pack spec says:
*
* "If the binding identifier is used with a uniform block
* instanced as an array then the first element of the array
* takes the specified block binding and each subsequent
* element takes the next consecutive uniform block binding
* point."
*/
blocks[i].Binding = (b->has_binding) ? b->binding + j : 0;
blocks[i].UniformBufferSize = 0;
blocks[i]._Packing =
gl_uniform_block_packing(block_type->interface_packing);
@@ -269,7 +279,7 @@ link_uniform_blocks(void *mem_ctx,
} else {
blocks[i].Name = ralloc_strdup(blocks, block_type->name);
blocks[i].Uniforms = &variables[parcel.index];
blocks[i].Binding = 0;
blocks[i].Binding = (b->has_binding) ? b->binding : 0;
blocks[i].UniformBufferSize = 0;
blocks[i]._Packing =
gl_uniform_block_packing(block_type->interface_packing);