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>
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@ -206,16 +206,23 @@ static void process_block_array_leaf(char **name, gl_uniform_block *blocks,
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const struct link_uniform_block_active *const b,
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unsigned *block_index,
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unsigned *binding_offset,
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unsigned linearized_index,
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struct gl_context *ctx,
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struct gl_shader_program *prog);
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/**
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*
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* \param first_index Value of \c block_index for the first element of the
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* array.
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*/
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static void
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process_block_array(struct uniform_block_array_elements *ub_array, char **name,
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size_t name_length, gl_uniform_block *blocks,
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ubo_visitor *parcel, gl_uniform_buffer_variable *variables,
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const struct link_uniform_block_active *const b,
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unsigned *block_index, unsigned *binding_offset,
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struct gl_context *ctx, struct gl_shader_program *prog)
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struct gl_context *ctx, struct gl_shader_program *prog,
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unsigned first_index)
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{
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for (unsigned j = 0; j < ub_array->num_array_elements; j++) {
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size_t new_length = name_length;
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@ -227,11 +234,12 @@ process_block_array(struct uniform_block_array_elements *ub_array, char **name,
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if (ub_array->array) {
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process_block_array(ub_array->array, name, new_length, blocks,
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parcel, variables, b, block_index,
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binding_offset, ctx, prog);
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binding_offset, ctx, prog, first_index);
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} else {
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process_block_array_leaf(name, blocks,
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parcel, variables, b, block_index,
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binding_offset, ctx, prog);
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binding_offset, *block_index - first_index,
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ctx, prog);
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}
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}
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}
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@ -242,6 +250,7 @@ process_block_array_leaf(char **name,
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ubo_visitor *parcel, gl_uniform_buffer_variable *variables,
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const struct link_uniform_block_active *const b,
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unsigned *block_index, unsigned *binding_offset,
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unsigned linearized_index,
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struct gl_context *ctx, struct gl_shader_program *prog)
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{
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unsigned i = *block_index;
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@ -262,6 +271,7 @@ process_block_array_leaf(char **name,
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blocks[i].UniformBufferSize = 0;
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blocks[i]._Packing = gl_uniform_block_packing(type->interface_packing);
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blocks[i]._RowMajor = type->get_interface_row_major();
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blocks[i].linearized_array_index = linearized_index;
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parcel->process(type, blocks[i].Name);
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@ -359,7 +369,8 @@ create_buffer_blocks(void *mem_ctx, struct gl_context *ctx,
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assert(b->has_instance_name);
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process_block_array(b->array, &name, name_length, blocks, &parcel,
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variables, b, &i, &binding_offset, ctx, prog);
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variables, b, &i, &binding_offset, ctx, prog,
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i);
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ralloc_free(name);
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} else {
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blocks[i].Name = ralloc_strdup(blocks, block_type->name);
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@ -2492,6 +2492,21 @@ struct gl_uniform_block
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/** Stages that reference this block */
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uint8_t stageref;
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/**
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* Linearized array index for uniform block instance arrays
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*
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* Given a uniform block instance array declared with size
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* blk[s_0][s_1]..[s_m], the block referenced by blk[i_0][i_1]..[i_m] will
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* have the linearized array index
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*
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* m-1 m
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* i_m + ∑ i_j * ∏ s_k
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* j=0 k=j+1
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*
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* For a uniform block instance that is not an array, this is always 0.
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*/
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uint8_t linearized_array_index;
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/**
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* Layout specified in the shader
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*
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