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>
This commit is contained in:
Kenneth Graunke 2014-09-13 11:13:26 -07:00 committed by Marek Olšák
parent 670c4dd395
commit b7ba745032
3 changed files with 9 additions and 0 deletions

View File

@ -106,6 +106,11 @@ struct gl_uniform_storage {
struct gl_opaque_uniform_index opaque[MESA_SHADER_STAGES];
/**
* Mask of shader stages (1 << MESA_SHADER_xxx) where this uniform is used.
*/
unsigned active_shader_mask;
/**
* Storage used by the driver for the uniform
*/

View File

@ -766,6 +766,8 @@ private:
this->uniforms[id].opaque[shader_type].index = ~0;
this->uniforms[id].opaque[shader_type].active = false;
this->uniforms[id].active_shader_mask |= 1 << shader_type;
/* This assigns uniform indices to sampler and image uniforms. */
handle_samplers(base_type, &this->uniforms[id], name);
handle_images(base_type, &this->uniforms[id], name);

View File

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