glsl: Track whether uniforms are active per stage
for finer granularity state flagging v2: Marek - use a bitmask, add shader cache support Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com> Reviewed-by: Brian Paul <brianp@vmware.com> Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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committed by
Marek Olšák

parent
670c4dd395
commit
b7ba745032
@@ -576,6 +576,7 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
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blob_write_uint32(metadata, prog->data->UniformStorage[i].array_stride);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].hidden);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].is_shader_storage);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].active_shader_mask);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].matrix_stride);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major);
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blob_write_uint32(metadata, prog->data->UniformStorage[i].is_bindless);
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@@ -641,6 +642,7 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
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uniforms[i].array_stride = blob_read_uint32(metadata);
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uniforms[i].hidden = blob_read_uint32(metadata);
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uniforms[i].is_shader_storage = blob_read_uint32(metadata);
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uniforms[i].active_shader_mask = blob_read_uint32(metadata);
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uniforms[i].matrix_stride = blob_read_uint32(metadata);
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uniforms[i].row_major = blob_read_uint32(metadata);
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uniforms[i].is_bindless = blob_read_uint32(metadata);
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