| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Emil Velikov <emil.velikov@collabora.com>
Acked-by: Matt Turner <mattst88@gmail.com>
Acked-by: Jose Fonseca <jfonseca@vmware.com>
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This reverts commit 4475d8f9169195baefa893b9b147fe20414cda7c.
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Patch moves uniform calculation to happen during link_uniforms, this
is possible with help of UniformRemapTable that has all the reserved
locations.
Location assignment for implicit locations is changed so that we
utilize also the 'holes' that explicit uniform location assignment
might have left in UniformRemapTable, this makes it possible to fit
more uniforms as previously we were lazy here and wasting space.
Fixes following CTS tests:
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max
ES31-CTS.explicit_uniform_location.uniform-loc-mix-with-implicit-max-array
v2: code cleanups, increment NumUniformRemapTable correctly, fix
find_empty_block to work properly and add some more comments.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
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Reviewed-by: Edward O'Callaghan <eocallaghan@alterapraxis.com>
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Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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This fixes assigning explicit locations in the CTS test:
ES31-CTS.explicit_uniform_location.uniform-loc-arrays-of-arrays
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
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Check current_var directly instead of using the passed in record_type.
This fixes following failing CTS test:
ES31-CTS.explicit_uniform_location.uniform-loc-types-structs
No Piglit regressions.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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UniformRemapTable is used only for remapping user specified uniform
locations to driver internally used ones, shader storage buffer
variables should not utilize uniform locations.
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Marta Lofstedt <marta.lofstedt@intel.com>
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
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This was only being done in one of the two process methods.
Fixes an issue with samplers using the array size of a previous record.
Tested-by: Marek Olšák <marek.olsak@amd.com>
Cc: Jason Ekstrand <jason@jlekstrand.net>
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V3: Fix setting of data.location for struct AoA UBO members
V2: Handle arrays of arrays in the same way structures are handled
The ARB_arrays_of_arrays spec doesn't give very many details on how
AoA uniforms are intended to be implemented. However in the
ARB_program_interface_query spec there are details that show AoA are
intended to be handled in a similar way to structs.
Issues 7 from the ARB_program_interface_query spec:
We define rules consistent with our enumeration rules for
other complex types. For existing one-dimensional arrays, we enumerate
a single entry if the array is an array of basic types, or separate
entries for each array element if the array is an array of structures.
We follow similar rules here. For a uniform array such as:
uniform vec4 a[5][4][3];
we enumerate twenty different entries ("a[0][0][0]" through
"a[4][3][0]"), each of which is treated as an array with three elements.
This is morally equivalent to what you'd get if you worked around the
limitation in current GLSL via:
struct ArrayBottom { vec4 c[3]; };
struct ArrayMid { ArrayBottom b[3]; };
uniform ArrayMid a[5];
which would enumerate "a[0].b[0].c[0]" through "a[4].b[3].c[0]".
Reviewed-by: Samuel Iglesias Gonsálvez <siglesias@igalia.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Currently, these arrays in gl_shader and gl_shader_program hold both
UBOs and SSBOs, so this looks like a better name. We were already
using NumBufferInterfaceBlocks in gl_shader_program, so this makes
things more consistent as well.
In a later patch we will add {Num}UniformBlocks and
{Num}ShaderStorageBlocks which will contain only references to
UBOs and SSBOs respectively that will provide backends with
a separate index space for both types of objects.
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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The uniform will only be of a single type so store the data for
opaque types in a single array.
Cc: Francisco Jerez <currojerez@riseup.net>
Cc: Ilia Mirkin <imirkin@alum.mit.edu>
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Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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Because it counts shader storage blocks too.
v2:
- Use NumBufferInterfaceBlocks instead (Jordan).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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These changes are also needed to allow linking of
struct and interface arrays of arrays.
Reviewed-by: Thomas Helland <thomashelland90@gmail.com>
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ARB_program_interface_query
Including TOP_LEVEL_ARRAY_SIZE and TOP_LEVEL_ARRAY_STRIDE queries.
v2:
- Use std430_array_stride() to get top level array stride following std430's rules.
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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They are used to calculate the offset, array stride of uniform/shader
storage buffer variables. Take into account this info to get the right
value for std430.
v2:
- Fix commit log line length and indention. (Jordan)
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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The unsized array length is computed with the following formula:
array.length() =
max((buffer_object_size - offset_of_array) / stride_of_array, 0)
Of these, only the buffer size needs to be provided by the backends, the
frontend already knows the values of the two other variables.
This patch identifies the cases where we need to get the length of an
unsized array, injecting ir_unop_ssbo_unsized_array_length expressions
that will be lowered (in a later patch) to inject the formula mentioned
above.
It also adds the ir_unop_get_buffer_size expression that drivers will
implement to provide the buffer length.
v2:
- Do not define a triop that will force backends to implement the
entire formula, they should only need to provide the buffer size
since the other values are known by the frontend (Curro).
v3:
- Call state->has_shader_storage_buffer_objects() in ast_function.cpp instead
of using state->ARB_shader_storage_buffer_object_enable (Tapani).
Signed-off-by: Samuel Iglesias Gonsalvez <siglesias@igalia.com>
Reviewed-by: Kristian Høgsberg <krh@bitplanet.net>
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Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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This will allow us to access the uniform later on without resorting to
building a name string and looking it up in UniformHash.
V3: remove line wrap change from this patch
V2: store slot number for all non-UBO uniforms to make code more
consitent, renamed explicit_binding to explicit_location and added
comment about what it does. Store the location at every shader stage.
Updated data.location comments in ir/nir.h.
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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This is required so that the next patch can safely assign the slot id
to the var.
The ids are now assigned in the order we want before allocating storage
so there is no need to sort the storage array and move things around.
V2: rename variable to make code easier to follow as suggested by Jason
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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This allows the correct offset to be easily calculated for indirect
indexing when a struct array contains multiple samplers, or any crazy
nesting.
The indices for the folling struct will now look like this:
Sampler index: 0 Name: s[0].tex
Sampler index: 1 Name: s[1].tex
Sampler index: 2 Name: s[0].si.tex
Sampler index: 3 Name: s[1].si.tex
Sampler index: 4 Name: s[0].si.tex2
Sampler index: 5 Name: s[1].si.tex2
Before this change it looked like this:
Sampler index: 0 Name: s[0].tex
Sampler index: 3 Name: s[1].tex
Sampler index: 1 Name: s[0].si.tex
Sampler index: 4 Name: s[1].si.tex
Sampler index: 2 Name: s[0].si.tex2
Sampler index: 5 Name: s[1].si.tex2
struct S_inner {
sampler2D tex;
sampler2D tex2;
};
struct S {
sampler2D tex;
S_inner si;
};
uniform S s[2];
V3: Update comments with suggestions from Jason
V2: rename struct array counter to have better name
Reviewed-by: Jason Ekstrand <jason.ekstrand@intel.com>
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Unlike samplers we can get the correct value for subroutines from
component_slots()
Reviewed-by: Dave Airlie <airlied@redhat.com>
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This adds linker support for subroutine uniforms, they
have some subtle differences from real uniforms, we also hide
them and they are given internal uniform names.
This also adds the subroutine locations and subroutine uniforms
to the program resource tracking for later use.
v1.1: drop is_subroutine_def
v2: handle explicit location properly, ARB_explicit_location
has a lot of language for subroutine shaders.
Calculate a link time the number of compatible subroutines
for a uniform, to make program resource easier later.
Acked-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Dave Airlie <airlied@redhat.com>
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Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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Since this now checks if a variable is inside a uniform or a shader
storage block.
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
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This change introduces a new field in gl_uniform_storage to
explicitely say that a uniform is built-in. In the case where it is,
no storage is defined to make it clear that it is read-only from the
mesa side. I fixed all the places in the code that made use of the
structure that I changed. Any place making a wrong assumption and using
the storage straight away will just crash.
This patch seems to implement the path of least resistance towards
listing built-in uniforms in GL_ACTIVE_UNIFORM (and other APIs).
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
Signed-off-by: Martin Peres <martin.peres@linux.intel.com>
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I opted to comment out "last_field" because it was not obvious what the
meaning of the dangling bool would be. For the other parameters, the
meaning was more intuitive without the name.
link_uniform_blocks.cpp:70:65: warning: unused parameter 'name' [-Wunused-parameter]
virtual void enter_record(const glsl_type *type, const char *name,
^
link_uniform_blocks.cpp:77:65: warning: unused parameter 'name' [-Wunused-parameter]
virtual void leave_record(const glsl_type *type, const char *name,
^
link_uniform_blocks.cpp:93:62: warning: unused parameter 'record_type' [-Wunused-parameter]
bool row_major, const glsl_type *record_type,
^
link_uniform_blocks.cpp:94:34: warning: unused parameter 'last_field' [-Wunused-parameter]
bool last_field)
^
link_uniforms.cpp:547:65: warning: unused parameter 'name' [-Wunused-parameter]
virtual void enter_record(const glsl_type *type, const char *name,
^
link_uniforms.cpp:556:65: warning: unused parameter 'name' [-Wunused-parameter]
virtual void leave_record(const glsl_type *type, const char *name,
^
link_uniforms.cpp:567:34: warning: unused parameter 'last_field' [-Wunused-parameter]
bool last_field)
^
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
Reviewed-by: Dylan Baker <baker.dylan.c@gmail.com>
Reviewed-by: Tapani Pälli <tapani.palli@intel.com>
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Reviewed-by: Francisco Jerez <currojerez@riseup.net>
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Earlier commit 53bf7c8fd2e changed the logic to always call
base_alignment on structs. 1ec715ce8b12 hacked the function to return 0
for sampler fields, but didn't handle sampler arrays. Instead of
extending the hack, avoid calling base_alignment in the first place on
non-UBO uniforms.
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=89726
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Tapani Palli <tapani.palli@intel.com>
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May make life easier for tools like Coverity.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Add a enter/leave record callback so that the offset may be aligned to
the proper value. Otherwise only leaf fields are called, and the first
field needs to be aligned to the outer struct's base alignment while the
last field needs to be aligned to the inner struct's base alignment.
This removes most usage of the last field/record type values passed into
visit_field.
Signed-off-by: Ilia Mirkin <imirkin@alum.mit.edu>
Reviewed-by: Dave Airlie <airlied@redhat.com>
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Signed-off-by: Dave Airlie <airlied@redhat.com>
Reviewed-by: Ilia Mirkin <imirkin@alum.mit.edu>
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In the compiler, we'd like to generate implicit uniforms for internal
use. These should not be visible via the GL uniform introspection API.
To support that, we add a new ir_variable::how_declared value of
ir_var_hidden, and plumb that through to gl_uniform_storage.
v2 (idr): Fix some memory management issues in
move_hidden_uniforms_to_end. The comment block on the function has more
details.
Signed-off-by: Kenneth Graunke <kenneth@whitecape.org>
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
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ubo offsets are assigned by link_uniform_blocks since 514f8c7e
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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All of the GL image enums fit in 16-bits.
Also move the fields from the anonymous "image" structucture to the next
higher structure. This will enable packing the bits with the other
bitfield.
Valgrind massif results for a trimmed apitrace of dota2:
n time(i) total(B) useful-heap(B) extra-heap(B) stacks(B)
Before (32-bit): 76 40,572,916,873 68,831,248 63,328,783 5,502,465 0
After (32-bit): 70 40,577,421,777 68,487,584 62,973,695 5,513,889 0
Before (64-bit): 60 36,822,640,058 96,526,824 88,735,296 7,791,528 0
After (64-bit): 74 37,124,603,758 95,891,808 88,466,712 7,425,096 0
A real savings of 346KiB on 32-bit and 262KiB on 64-bit.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
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Reviewed-by: Anuj Phogat <anuj.phogat@gmail.com>
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UBO layout
Use the data that is stored in the ir_variable and the glsl_type to
determine whether or not a UBO member is row-major.
Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.shared.row_major_mat4x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.packed.row_major_mat4x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2x3
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat2x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat3x4
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4x2
ES3-CTS.shaders.uniform_block.instance_array_basic_type.std140.row_major_mat4x3
ES3-CTS.shaders.uniform_block.random.nested_structs_arrays.2
ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.5
ES3-CTS.shaders.uniform_block.random.nested_structs_instance_arrays.9
Causes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.basic_types.8
ES3-CTS.shaders.uniform_block.random.basic_arrays.3
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.0
ES3-CTS.shaders.uniform_block.random.basic_instance_arrays.2
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.18
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.4
These failures will be fixed shortly.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.nested_structs_arrays_instance_arrays.3
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.13
Causes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.all_per_block_buffers.9
This failure will be fixed shortly.
v2: Use without_array() instead of older predicates.
v3: s/GLSL_MATRIX_LAYOUT_DEFAULT/GLSL_MATRIX_LAYOUT_INHERITED/g
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
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v2: Rename GLSL_MATRIX_LAYOUT_DEFAULT to GLSL_MATRIX_LAYOUT_INHERITED.
Add comments in glsl_types.h explaining the layouts. Suggested by Matt.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Jordan Justen <jordan.l.justen@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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This causes the thing following the structure to be vec4-aligned.
Fixes gles3conform failures in:
ES3-CTS.shaders.uniform_block.random.nested_structs.2
ES3-CTS.shaders.uniform_block.random.all_shared_buffer.5
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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I also considered renaming visit_field(const glsl_struct_field *) to
entry_record and adding an exit_record method. This would be more
similar to the hierarchical visitor.
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com>
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Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Matt Turner <mattst88@gmail.com> [v1]
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au>
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Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Patch refactors the existing uniform processing so explicit locations
are taken in to account during variable processing. These locations
are temporarily stored in gl_uniform_storage before actual locations
are set.
UNMAPPED_UNIFORM_LOC marks unset location so that we can use 0 as a
valid explicit location.
When locations are set, UniformRemapTable is first populated with
uniforms that have explicit location set (inactive and active ones),
rest are put after explicit location slots.
v2: introduce define for locations that have not been set yet (Ian)
Signed-off-by: Tapani Pälli <tapani.palli@intel.com>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Makes things a little easier to read.
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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Signed-off-by: Timothy Arceri <t_arceri@yahoo.com.au>
Reviewed-by: Ian Romanick <ian.d.romanick@intel.com>
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