glsl/linker: Propagate image uniform access qualifiers to the driver.

Reviewed-by: Paul Berry <stereotype441@gmail.com>
This commit is contained in:
Francisco Jerez 2013-11-23 21:56:56 -08:00
parent c318a677dd
commit 212122543b
1 changed files with 35 additions and 0 deletions

View File

@ -757,6 +757,40 @@ link_assign_uniform_block_offsets(struct gl_shader *shader)
}
}
/**
* Scan the program for image uniforms and store image unit access
* information into the gl_shader data structure.
*/
static void
link_set_image_access_qualifiers(struct gl_shader_program *prog)
{
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
gl_shader *sh = prog->_LinkedShaders[i];
if (sh == NULL)
continue;
foreach_list(node, sh->ir) {
ir_variable *var = ((ir_instruction *) node)->as_variable();
if (var && var->data.mode == ir_var_uniform &&
var->type->contains_image()) {
unsigned id;
bool found = prog->UniformHash->get(id, var->name);
assert(found);
const gl_uniform_storage *storage = &prog->UniformStorage[id];
const unsigned index = storage->image[i].index;
const GLenum access = (var->data.image.read_only ? GL_READ_ONLY :
var->data.image.write_only ? GL_WRITE_ONLY :
GL_READ_WRITE);
for (unsigned j = 0; j < MAX2(1, storage->array_elements); ++j)
sh->ImageAccess[index + j] = access;
}
}
}
}
void
link_assign_uniform_locations(struct gl_shader_program *prog)
{
@ -901,6 +935,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
prog->NumUserUniformStorage = num_user_uniforms;
prog->UniformStorage = uniforms;
link_set_image_access_qualifiers(prog);
link_set_uniform_initializers(prog);
return;