glsl: fully split apart buffer block arrays
With this change we create the UBO and SSBO arrays separately from the beginning rather than putting them into a combined array and splitting it apart later. A bug is with UBO and SSBO stage reference querying is also fixed as we now use the block index to lookup the references in the separate arrays not the combined buffer block array. Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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@@ -462,7 +462,7 @@ public:
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buffer_block_index = -1;
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if (var->is_in_buffer_block()) {
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struct gl_uniform_block **blks = var->is_in_shader_storage_block() ?
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struct gl_uniform_block *blks = var->is_in_shader_storage_block() ?
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prog->ShaderStorageBlocks : prog->UniformBlocks;
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unsigned num_blks = var->is_in_shader_storage_block() ?
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prog->NumShaderStorageBlocks : prog->NumUniformBlocks;
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@@ -471,15 +471,15 @@ public:
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unsigned l = strlen(var->get_interface_type()->name);
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for (unsigned i = 0; i < num_blks; i++) {
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if (strncmp(var->get_interface_type()->name, blks[i]->Name, l)
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== 0 && blks[i]->Name[l] == '[') {
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if (strncmp(var->get_interface_type()->name, blks[i].Name, l)
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== 0 && blks[i].Name[l] == '[') {
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buffer_block_index = i;
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break;
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}
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}
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} else {
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for (unsigned i = 0; i < num_blks; i++) {
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if (strcmp(var->get_interface_type()->name, blks[i]->Name) ==
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if (strcmp(var->get_interface_type()->name, blks[i].Name) ==
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0) {
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buffer_block_index = i;
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break;
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@@ -500,7 +500,7 @@ public:
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var->get_interface_type()->name);
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} else {
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const struct gl_uniform_block *const block =
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blks[buffer_block_index];
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&blks[buffer_block_index];
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assert(var->data.location != -1);
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@@ -960,11 +960,16 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
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sentinel = '[';
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}
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unsigned num_blocks = var->data.mode == ir_var_uniform ?
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shader->NumUniformBlocks : shader->NumShaderStorageBlocks;
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struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
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shader->UniformBlocks : shader->ShaderStorageBlocks;
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const unsigned l = strlen(var->name);
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for (unsigned i = 0; i < shader->NumBufferInterfaceBlocks; i++) {
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for (unsigned j = 0; j < shader->BufferInterfaceBlocks[i]->NumUniforms; j++) {
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for (unsigned i = 0; i < num_blocks; i++) {
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for (unsigned j = 0; j < blks[i]->NumUniforms; j++) {
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if (sentinel) {
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const char *begin = shader->BufferInterfaceBlocks[i]->Uniforms[j].Name;
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const char *begin = blks[i]->Uniforms[j].Name;
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const char *end = strchr(begin, sentinel);
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if (end == NULL)
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@@ -978,8 +983,7 @@ link_update_uniform_buffer_variables(struct gl_shader *shader)
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var->data.location = j;
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break;
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}
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} else if (!strcmp(var->name,
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shader->BufferInterfaceBlocks[i]->Uniforms[j].Name)) {
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} else if (!strcmp(var->name, blks[i]->Uniforms[j].Name)) {
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found = true;
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var->data.location = j;
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break;
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@@ -1104,11 +1108,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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sh->num_uniform_components = uniform_size.num_shader_uniform_components;
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sh->num_combined_uniform_components = sh->num_uniform_components;
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for (unsigned i = 0; i < sh->NumBufferInterfaceBlocks; i++) {
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if (!sh->BufferInterfaceBlocks[i]->IsShaderStorage) {
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sh->num_combined_uniform_components +=
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sh->BufferInterfaceBlocks[i]->UniformBufferSize / 4;
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}
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for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
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sh->num_combined_uniform_components +=
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sh->UniformBlocks[i]->UniformBufferSize / 4;
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}
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}
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