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authorIan Romanick <ian.d.romanick@intel.com>2011-11-14 21:58:50 -0800
committerIan Romanick <ian.d.romanick@intel.com>2012-01-11 12:51:24 -0800
commit6c0df75803e1944f82a1468dcca47d23de82ea6b (patch)
tree7a908c29bbf66656cb33ac9a431a98536a76aeb5 /src/glsl
parent6a992c3288b6f7a5d94172c9ad1908e71e58233e (diff)
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linker: Calculate used samplers and shadow samplers in the linker
It used to be done in ir_to_mesa, and that was kind of a bad place. I didn't change st_glsl_to_tgsi because there is some strange stuff happening in the code that generates glDrawPixels shaders. It looked like this would break horribly if I touched anything. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Reviewed-by: Eric Anholt <eric@anholt.net> Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
Diffstat (limited to 'src/glsl')
-rw-r--r--src/glsl/link_uniforms.cpp45
1 files changed, 44 insertions, 1 deletions
diff --git a/src/glsl/link_uniforms.cpp b/src/glsl/link_uniforms.cpp
index 47d34cf..02f57d9 100644
--- a/src/glsl/link_uniforms.cpp
+++ b/src/glsl/link_uniforms.cpp
@@ -212,6 +212,12 @@ public:
memset(this->targets, 0, sizeof(this->targets));
}
+ void start_shader()
+ {
+ this->shader_samplers_used = 0;
+ this->shader_shadow_samplers = 0;
+ }
+
private:
virtual void visit_field(const glsl_type *type, const char *name)
{
@@ -230,8 +236,25 @@ private:
* example, we may be processing the uniform in the fragment shader, but
* the uniform was already processed in the vertex shader.
*/
- if (this->uniforms[id].storage != NULL)
+ if (this->uniforms[id].storage != NULL) {
+ /* If the uniform already has storage set from another shader stage,
+ * mark the samplers used for this shader stage.
+ */
+ if (type->contains_sampler()) {
+ const unsigned count = MAX2(1, this->uniforms[id].array_elements);
+ const unsigned shadow = (type->is_array())
+ ? type->fields.array->sampler_shadow : type->sampler_shadow;
+
+ for (unsigned i = 0; i < count; i++) {
+ const unsigned s = this->uniforms[id].sampler + i;
+
+ this->shader_samplers_used |= 1U << s;
+ this->shader_shadow_samplers |= shadow << s;
+ }
+ }
+
return;
+ }
const glsl_type *base_type;
if (type->is_array()) {
@@ -251,10 +274,13 @@ private:
this->next_sampler += MAX2(1, this->uniforms[id].array_elements);
const gl_texture_index target = base_type->sampler_index();
+ const unsigned shadow = base_type->sampler_shadow;
for (unsigned i = this->uniforms[id].sampler
; i < this->next_sampler
; i++) {
this->targets[i] = target;
+ this->shader_samplers_used |= 1U << i;
+ this->shader_shadow_samplers |= shadow << i;
}
} else {
@@ -280,6 +306,16 @@ public:
union gl_constant_value *values;
gl_texture_index targets[MAX_SAMPLERS];
+
+ /**
+ * Mask of samplers used by the current shader stage.
+ */
+ unsigned shader_samplers_used;
+
+ /**
+ * Mask of samplers used by the current shader stage for shadows.
+ */
+ unsigned shader_shadow_samplers;
};
void
@@ -356,6 +392,10 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
if (prog->_LinkedShaders[i] == NULL)
continue;
+ /* Reset various per-shader target counts.
+ */
+ parcel.start_shader();
+
foreach_list(node, prog->_LinkedShaders[i]->ir) {
ir_variable *const var = ((ir_instruction *) node)->as_variable();
@@ -369,6 +409,9 @@ link_assign_uniform_locations(struct gl_shader_program *prog)
parcel.process(var);
}
+
+ prog->_LinkedShaders[i]->active_samplers = parcel.shader_samplers_used;
+ prog->_LinkedShaders[i]->shadow_samplers = parcel.shader_shadow_samplers;
}
assert(sizeof(prog->SamplerTargets) == sizeof(parcel.targets));