Patches #17 - #19: Reviewed-by: Nicolai Hähnle <nicolai.haeh...@amd.com>
On 07.02.2017 04:42, Timothy Arceri wrote:
From: Timothy Arceri <timothy.arc...@collabora.com> These may be lowered constant arrays or uniform values that we set before linking so we need to cache the actual uniform values. --- src/compiler/glsl/shader_cache.cpp | 33 +++++++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp index 6225dea..a9d6987 100644 --- a/src/compiler/glsl/shader_cache.cpp +++ b/src/compiler/glsl/shader_cache.cpp @@ -568,11 +568,13 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog) blob_write_string(metadata, prog->data->UniformStorage[i].name); blob_write_uint32(metadata, prog->data->UniformStorage[i].storage - prog->data->UniformDataSlots); + blob_write_uint32(metadata, prog->data->UniformStorage[i].builtin); blob_write_uint32(metadata, prog->data->UniformStorage[i].remap_location); blob_write_uint32(metadata, prog->data->UniformStorage[i].block_index); blob_write_uint32(metadata, prog->data->UniformStorage[i].atomic_buffer_index); blob_write_uint32(metadata, prog->data->UniformStorage[i].offset); 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].matrix_stride); blob_write_uint32(metadata, prog->data->UniformStorage[i].row_major); blob_write_uint32(metadata, @@ -584,6 +586,22 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog) blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque, sizeof(prog->data->UniformStorage[i].opaque)); } + + /* Here we cache all uniform values. We do this to retain values for + * uniforms with initialisers and also hidden uniforms that may be lowered + * constant arrays. We could possibly just store the values we need but for + * now we just store everything. + */ + blob_write_uint32(metadata, prog->data->NumHiddenUniforms); + for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { + if (!prog->data->UniformStorage[i].builtin) { + unsigned vec_size = + values_for_type(prog->data->UniformStorage[i].type) * + MAX2(prog->data->UniformStorage[i].array_elements, 1); + blob_write_bytes(metadata, prog->data->UniformStorage[i].storage, + sizeof(union gl_constant_value) * vec_size); + } + } } static void @@ -611,11 +629,13 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog) uniforms[i].array_elements = blob_read_uint32(metadata); uniforms[i].name = ralloc_strdup(prog, blob_read_string (metadata)); uniforms[i].storage = data + blob_read_uint32(metadata); + uniforms[i].builtin = blob_read_uint32(metadata); uniforms[i].remap_location = blob_read_uint32(metadata); uniforms[i].block_index = blob_read_uint32(metadata); uniforms[i].atomic_buffer_index = blob_read_uint32(metadata); uniforms[i].offset = blob_read_uint32(metadata); uniforms[i].array_stride = blob_read_uint32(metadata); + uniforms[i].hidden = blob_read_uint32(metadata); uniforms[i].matrix_stride = blob_read_uint32(metadata); uniforms[i].row_major = blob_read_uint32(metadata); uniforms[i].num_compatible_subroutines = blob_read_uint32(metadata); @@ -627,6 +647,19 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog) blob_read_bytes(metadata, sizeof(uniforms[i].opaque)), sizeof(uniforms[i].opaque)); } + + /* Restore uniform values. */ + prog->data->NumHiddenUniforms = blob_read_uint32(metadata); + for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) { + if (!prog->data->UniformStorage[i].builtin) { + unsigned vec_size = + values_for_type(prog->data->UniformStorage[i].type) * + MAX2(prog->data->UniformStorage[i].array_elements, 1); + blob_copy_bytes(metadata, + (uint8_t *) prog->data->UniformStorage[i].storage, + sizeof(union gl_constant_value) * vec_size); + } + } }
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