glsl: store uniform slot id in var location field

This will allow us to access the uniform later on without resorting to
building a name string and looking it up in UniformHash.

V3: remove line wrap change from this patch

V2: store slot number for all non-UBO uniforms to make code more
consitent, renamed explicit_binding to explicit_location and added
comment about what it does. Store the location at every shader stage.
Updated data.location comments in ir/nir.h.

Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
This commit is contained in:
Timothy Arceri
2015-08-30 12:50:34 +10:00
parent 9788700caf
commit dcd9cd0383
3 changed files with 24 additions and 3 deletions
+2
View File
@@ -819,6 +819,8 @@ public:
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
* - Non-UBO Uniforms: explicit location until linking then reused to
* store uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the
+21 -3
View File
@@ -527,7 +527,13 @@ public:
var->get_interface_type()->name);
else
process(var);
} else
} else {
/* Store any explicit location and reset data location so we can
* reuse this variable for storing the uniform slot number.
*/
this->explicit_location = current_var->data.location;
current_var->data.location = -1;
process(var);
}
delete this->record_next_sampler;
@@ -710,6 +716,13 @@ private:
handle_images(base_type, &this->uniforms[id]);
handle_subroutines(base_type, &this->uniforms[id]);
/* For array of arrays or struct arrays the base location may have
* already been set so dont set it again.
*/
if (ubo_block_index == -1 && current_var->data.location == -1) {
current_var->data.location = id;
}
/* If there is already storage associated with this uniform or if the
* uniform is set as builtin, it means that it was set while processing
* an earlier shader stage. For example, we may be processing the
@@ -726,10 +739,10 @@ private:
if (record_type != NULL) {
const unsigned entries = MAX2(1, this->uniforms[id].array_elements);
this->uniforms[id].remap_location =
current_var->data.location + field_counter;
this->explicit_location + field_counter;
field_counter += entries;
} else {
this->uniforms[id].remap_location = current_var->data.location;
this->uniforms[id].remap_location = this->explicit_location;
}
} else {
/* Initialize to to indicate that no location is set */
@@ -795,6 +808,11 @@ private:
unsigned next_image;
unsigned next_subroutine;
/* Used to store the explicit location from current_var so that we can
* reuse the location field for storing the uniform slot id.
*/
int explicit_location;
/* Stores total struct array elements including nested structs */
unsigned record_array_count;
+1
View File
@@ -278,6 +278,7 @@ typedef struct {
* - Fragment shader output: one of the values from \c gl_frag_result.
* - Uniforms: Per-stage uniform slot number for default uniform block.
* - Uniforms: Index within the uniform block definition for UBO members.
* - Non-UBO Uniforms: uniform slot number.
* - Other: This field is not currently used.
*
* If the variable is a uniform, shader input, or shader output, and the