st/mesa/glsl/i965: set num_ubos directly in shader_info

This also removes the duplicate field in gl_linked_shader, and
gets num_ubos from shader_info instead.

Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
This commit is contained in:
Timothy Arceri
2016-11-05 08:44:22 +11:00
parent a1da57c19c
commit b792c38979
9 changed files with 17 additions and 21 deletions

View File

@@ -150,7 +150,6 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
if (shader_prog->Label)
shader->info->label = ralloc_strdup(shader, shader_prog->Label);
shader->info->num_textures = util_last_bit(sh->Program->SamplersUsed);
shader->info->num_ubos = sh->NumUniformBlocks;
shader->info->num_ssbos = sh->NumShaderStorageBlocks;
shader->info->clip_distance_array_size = sh->Program->ClipDistanceArraySize;
shader->info->cull_distance_array_size = sh->Program->CullDistanceArraySize;

View File

@@ -901,7 +901,7 @@ link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
var->data.mode == ir_var_shader_storage);
unsigned num_blocks = var->data.mode == ir_var_uniform ?
shader->NumUniformBlocks : shader->NumShaderStorageBlocks;
shader->Program->info.num_ubos : shader->NumShaderStorageBlocks;
struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
shader->UniformBlocks : shader->ShaderStorageBlocks;
@@ -1330,7 +1330,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
sh->num_uniform_components = uniform_size.num_shader_uniform_components;
sh->num_combined_uniform_components = sh->num_uniform_components;
for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
sh->num_combined_uniform_components +=
sh->UniformBlocks[i]->UniformBufferSize / 4;
}

View File

@@ -1140,7 +1140,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
prog->_LinkedShaders[i]->NumShaderStorageBlocks;
} else {
max_num_buffer_blocks +=
prog->_LinkedShaders[i]->NumUniformBlocks;
prog->_LinkedShaders[i]->Program->info.num_ubos;
}
}
}
@@ -1161,7 +1161,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
sh_num_blocks = prog->_LinkedShaders[i]->NumShaderStorageBlocks;
sh_blks = sh->ShaderStorageBlocks;
} else {
sh_num_blocks = prog->_LinkedShaders[i]->NumUniformBlocks;
sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ubos;
sh_blks = sh->UniformBlocks;
}
@@ -2278,7 +2278,7 @@ link_intrastage_shaders(void *mem_ctx,
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->UniformBlocks[i] = &ubo_blocks[i];
}
linked->NumUniformBlocks = num_ubo_blocks;
linked->Program->info.num_ubos = num_ubo_blocks;
/* Copy ssbo blocks to linked shader list */
linked->ShaderStorageBlocks =
@@ -3100,14 +3100,14 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
}
total_shader_storage_blocks += sh->NumShaderStorageBlocks;
total_uniform_blocks += sh->NumUniformBlocks;
total_uniform_blocks += sh->Program->info.num_ubos;
const unsigned max_uniform_blocks =
ctx->Const.Program[i].MaxUniformBlocks;
if (max_uniform_blocks < sh->NumUniformBlocks) {
if (max_uniform_blocks < sh->Program->info.num_ubos) {
linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
_mesa_shader_stage_to_string(i), sh->NumUniformBlocks,
max_uniform_blocks);
_mesa_shader_stage_to_string(i),
sh->Program->info.num_ubos, max_uniform_blocks);
}
const unsigned max_shader_storage_blocks =

View File

@@ -292,7 +292,7 @@ lower_ubo_reference_visitor::setup_for_load_or_store(void *mem_ctx,
num_blocks = shader->NumShaderStorageBlocks;
blocks = shader->ShaderStorageBlocks;
} else {
num_blocks = shader->NumUniformBlocks;
num_blocks = shader->Program->info.num_ubos;
blocks = shader->UniformBlocks;
}
this->uniform_block = NULL;

View File

@@ -1208,9 +1208,9 @@ brw_assign_common_binding_table_offsets(gl_shader_stage stage,
next_binding_table_offset += num_textures;
if (shader) {
assert(shader->NumUniformBlocks <= BRW_MAX_UBO);
assert(prog->info.num_ubos <= BRW_MAX_UBO);
stage_prog_data->binding_table.ubo_start = next_binding_table_offset;
next_binding_table_offset += shader->NumUniformBlocks;
next_binding_table_offset += prog->info.num_ubos;
assert(shader->NumShaderStorageBlocks <= BRW_MAX_SSBO);
stage_prog_data->binding_table.ssbo_start = next_binding_table_offset;

View File

@@ -1383,7 +1383,7 @@ brw_upload_ubo_surfaces(struct brw_context *brw,
uint32_t *ubo_surf_offsets =
&stage_state->surf_offset[prog_data->binding_table.ubo_start];
for (int i = 0; i < shader->NumUniformBlocks; i++) {
for (int i = 0; i < shader->Program->info.num_ubos; i++) {
struct gl_uniform_buffer_binding *binding =
&ctx->UniformBufferBindings[shader->UniformBlocks[i]->Binding];
@@ -1430,7 +1430,7 @@ brw_upload_ubo_surfaces(struct brw_context *brw,
}
}
if (shader->NumUniformBlocks || shader->NumShaderStorageBlocks)
if (shader->Program->info.num_ubos || shader->NumShaderStorageBlocks)
brw->ctx.NewDriverState |= BRW_NEW_SURFACES;
}

View File

@@ -2382,7 +2382,6 @@ struct gl_linked_shader
*/
unsigned num_combined_uniform_components;
unsigned NumUniformBlocks;
struct gl_uniform_block **UniformBlocks;
unsigned NumShaderStorageBlocks;

View File

@@ -248,7 +248,7 @@ static void st_bind_ubos(struct st_context *st,
if (!shader)
return;
for (i = 0; i < shader->NumUniformBlocks; i++) {
for (i = 0; i < shader->Program->info.num_ubos; i++) {
struct gl_uniform_buffer_binding *binding;
struct st_buffer_object *st_obj;

View File

@@ -6302,9 +6302,7 @@ st_translate_program(
}
if (program->shader) {
unsigned num_ubos = program->shader->NumUniformBlocks;
for (i = 0; i < num_ubos; i++) {
for (i = 0; i < proginfo->info.num_ubos; i++) {
unsigned size = program->shader->UniformBlocks[i]->UniformBufferSize;
unsigned num_const_vecs = (size + 15) / 16;
unsigned first, last;
@@ -6646,7 +6644,7 @@ set_affected_state_flags(uint64_t *states,
if (shader->NumImages)
*states |= new_images;
if (shader->NumUniformBlocks)
if (prog->info.num_ubos)
*states |= new_ubos;
if (shader->NumShaderStorageBlocks)