glsl: Track the linearized array index for each UBO instance array element

v2: Set linearizer_array_index in process_block_array_leaf.  Suggested
by Timothy.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Cc: mesa-stable@lists.freedesktop.org
Reviewed-by: Timothy Arceri <timothy.arceri@collabora.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
Ian Romanick 2016-12-12 12:24:18 -08:00
parent 300de78ab1
commit d56bd07bb3
2 changed files with 30 additions and 4 deletions

View File

@ -206,16 +206,23 @@ static void process_block_array_leaf(char **name, gl_uniform_block *blocks,
const struct link_uniform_block_active *const b,
unsigned *block_index,
unsigned *binding_offset,
unsigned linearized_index,
struct gl_context *ctx,
struct gl_shader_program *prog);
/**
*
* \param first_index Value of \c block_index for the first element of the
* array.
*/
static void
process_block_array(struct uniform_block_array_elements *ub_array, char **name,
size_t name_length, gl_uniform_block *blocks,
ubo_visitor *parcel, gl_uniform_buffer_variable *variables,
const struct link_uniform_block_active *const b,
unsigned *block_index, unsigned *binding_offset,
struct gl_context *ctx, struct gl_shader_program *prog)
struct gl_context *ctx, struct gl_shader_program *prog,
unsigned first_index)
{
for (unsigned j = 0; j < ub_array->num_array_elements; j++) {
size_t new_length = name_length;
@ -227,11 +234,12 @@ process_block_array(struct uniform_block_array_elements *ub_array, char **name,
if (ub_array->array) {
process_block_array(ub_array->array, name, new_length, blocks,
parcel, variables, b, block_index,
binding_offset, ctx, prog);
binding_offset, ctx, prog, first_index);
} else {
process_block_array_leaf(name, blocks,
parcel, variables, b, block_index,
binding_offset, ctx, prog);
binding_offset, *block_index - first_index,
ctx, prog);
}
}
}
@ -242,6 +250,7 @@ process_block_array_leaf(char **name,
ubo_visitor *parcel, gl_uniform_buffer_variable *variables,
const struct link_uniform_block_active *const b,
unsigned *block_index, unsigned *binding_offset,
unsigned linearized_index,
struct gl_context *ctx, struct gl_shader_program *prog)
{
unsigned i = *block_index;
@ -262,6 +271,7 @@ process_block_array_leaf(char **name,
blocks[i].UniformBufferSize = 0;
blocks[i]._Packing = gl_uniform_block_packing(type->interface_packing);
blocks[i]._RowMajor = type->get_interface_row_major();
blocks[i].linearized_array_index = linearized_index;
parcel->process(type, blocks[i].Name);
@ -359,7 +369,8 @@ create_buffer_blocks(void *mem_ctx, struct gl_context *ctx,
assert(b->has_instance_name);
process_block_array(b->array, &name, name_length, blocks, &parcel,
variables, b, &i, &binding_offset, ctx, prog);
variables, b, &i, &binding_offset, ctx, prog,
i);
ralloc_free(name);
} else {
blocks[i].Name = ralloc_strdup(blocks, block_type->name);

View File

@ -2492,6 +2492,21 @@ struct gl_uniform_block
/** Stages that reference this block */
uint8_t stageref;
/**
* Linearized array index for uniform block instance arrays
*
* Given a uniform block instance array declared with size
* blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
* have the linearized array index
*
* m-1 m
* i_m + i_j * s_k
* j=0 k=j+1
*
* For a uniform block instance that is not an array, this is always 0.
*/
uint8_t linearized_array_index;
/**
* Layout specified in the shader
*