vrend: avoid in/out parameters

Do not use in/out parameters for sampler_id and ubo_id.  They are
easier to get wrong.

Signed-off-by: Chia-I Wu <olvaffe@gmail.com>
Reviewed-by: Gert Wollny <gert.wollny@collabora.com>
macos/master
Chia-I Wu 5 years ago
parent ed603a2442
commit d5a10f07be
  1. 76
      src/vrend_renderer.c

@ -1158,8 +1158,8 @@ static void set_stream_out_varyings(struct vrend_context *ctx, int prog_id,
free(varyings[i]);
}
static void bind_sampler_locs(struct vrend_linked_shader_program *sprog,
int id, int *sampler_id)
static int bind_sampler_locs(struct vrend_linked_shader_program *sprog,
int id, int next_sampler_id)
{
if (sprog->ss[id]->sel->sinfo.samplers_used_mask) {
uint32_t mask = sprog->ss[id]->sel->sinfo.samplers_used_mask;
@ -1183,7 +1183,7 @@ static void bind_sampler_locs(struct vrend_linked_shader_program *sprog,
} else
snprintf(name, 32, "%ssamp%d", prefix, i);
glUniform1i(glGetUniformLocation(sprog->id, name), *sampler_id);
glUniform1i(glGetUniformLocation(sprog->id, name), next_sampler_id++);
if (sprog->ss[id]->sel->sinfo.shadow_samp_mask & (1 << i)) {
snprintf(name, 32, "%sshadmask%d", prefix, i);
@ -1192,7 +1192,6 @@ static void bind_sampler_locs(struct vrend_linked_shader_program *sprog,
sprog->shadow_samp_add_locs[id][index] = glGetUniformLocation(sprog->id, name);
}
index++;
(*sampler_id)++;
}
} else {
sprog->shadow_samp_mask_locs[id] = NULL;
@ -1200,6 +1199,8 @@ static void bind_sampler_locs(struct vrend_linked_shader_program *sprog,
sprog->shadow_samp_mask[id] = 0;
}
sprog->samplers_used_mask[id] = sprog->ss[id]->sel->sinfo.samplers_used_mask;
return next_sampler_id;
}
static void bind_const_locs(struct vrend_linked_shader_program *sprog,
@ -1213,11 +1214,11 @@ static void bind_const_locs(struct vrend_linked_shader_program *sprog,
sprog->const_location[id] = -1;
}
static void bind_ubo_locs(struct vrend_linked_shader_program *sprog,
int id, int *ubo_id)
static int bind_ubo_locs(struct vrend_linked_shader_program *sprog,
int id, int next_ubo_id)
{
if (!has_feature(feat_ubo))
return;
return next_ubo_id;
if (sprog->ss[id]->sel->sinfo.ubo_used_mask) {
const char *prefix = pipe_shader_to_prefix(id);
@ -1231,12 +1232,13 @@ static void bind_ubo_locs(struct vrend_linked_shader_program *sprog,
snprintf(name, 32, "%subo%d", prefix, ubo_idx);
GLuint loc = glGetUniformBlockIndex(sprog->id, name);
glUniformBlockBinding(sprog->id, loc, *ubo_id);
(*ubo_id)++;
glUniformBlockBinding(sprog->id, loc, next_ubo_id++);
}
}
sprog->ubo_used_mask[id] = sprog->ss[id]->sel->sinfo.ubo_used_mask;
return next_ubo_id;
}
static void bind_ssbo_locs(struct vrend_linked_shader_program *sprog,
@ -1339,9 +1341,8 @@ static struct vrend_linked_shader_program *add_cs_shader_program(struct vrend_co
vrend_use_program(ctx, prog_id);
int sampler_id = 0, ubo_id = 0;
bind_sampler_locs(sprog, PIPE_SHADER_COMPUTE, &sampler_id);
bind_ubo_locs(sprog, PIPE_SHADER_COMPUTE, &ubo_id);
bind_sampler_locs(sprog, PIPE_SHADER_COMPUTE, 0);
bind_ubo_locs(sprog, PIPE_SHADER_COMPUTE, 0);
bind_ssbo_locs(sprog, PIPE_SHADER_COMPUTE);
bind_const_locs(sprog, PIPE_SHADER_COMPUTE);
bind_image_locs(sprog, PIPE_SHADER_COMPUTE);
@ -1489,14 +1490,14 @@ static struct vrend_linked_shader_program *add_shader_program(struct vrend_conte
vrend_use_program(ctx, prog_id);
int ubo_id = 0, sampler_id = 0;
int next_ubo_id = 0, next_sampler_id = 0;
for (id = PIPE_SHADER_VERTEX; id <= last_shader; id++) {
if (!sprog->ss[id])
continue;
bind_sampler_locs(sprog, id, &sampler_id);
next_sampler_id = bind_sampler_locs(sprog, id, next_sampler_id);
bind_const_locs(sprog, id);
bind_ubo_locs(sprog, id, &ubo_id);
next_ubo_id = bind_ubo_locs(sprog, id, next_ubo_id);
bind_image_locs(sprog, id);
bind_ssbo_locs(sprog, id);
}
@ -3786,9 +3787,9 @@ static void vrend_draw_bind_vertex_binding(struct vrend_context *ctx,
}
}
static void vrend_draw_bind_samplers_shader(struct vrend_context *ctx,
int shader_type,
int *sampler_id)
static int vrend_draw_bind_samplers_shader(struct vrend_context *ctx,
int shader_type,
int next_sampler_id)
{
int index = 0;
@ -3826,39 +3827,42 @@ static void vrend_draw_bind_samplers_shader(struct vrend_context *ctx,
} else
id = tview->id;
glActiveTexture(GL_TEXTURE0 + *sampler_id);
glActiveTexture(GL_TEXTURE0 + next_sampler_id);
glBindTexture(target, id);
if (ctx->sub->views[shader_type].old_ids[i] != id ||
ctx->sub->sampler_views_dirty[shader_type] & (1 << i)) {
vrend_apply_sampler_state(ctx, texture, shader_type, i, *sampler_id, tview);
vrend_apply_sampler_state(ctx, texture, shader_type, i,
next_sampler_id, tview);
ctx->sub->views[shader_type].old_ids[i] = id;
}
dirty &= ~(1 << i);
}
}
(*sampler_id)++;
next_sampler_id++;
index++;
}
ctx->sub->sampler_views_dirty[shader_type] = dirty;
return next_sampler_id;
}
static void vrend_draw_bind_ubo_shader(struct vrend_context *ctx,
int shader_type, int *ubo_id)
static int vrend_draw_bind_ubo_shader(struct vrend_context *ctx,
int shader_type, int next_ubo_id)
{
uint32_t mask, dirty, update;
struct pipe_constant_buffer *cb;
struct vrend_resource *res;
if (!has_feature(feat_ubo))
return;
return next_ubo_id;
mask = ctx->sub->prog->ubo_used_mask[shader_type];
dirty = ctx->sub->const_bufs_dirty[shader_type];
update = dirty & ctx->sub->const_bufs_used_mask[shader_type];
if (!update)
return;
return next_ubo_id;
while (mask) {
/* The const_bufs_used_mask stores the gallium uniform buffer indices */
@ -3869,13 +3873,15 @@ static void vrend_draw_bind_ubo_shader(struct vrend_context *ctx,
cb = &ctx->sub->cbs[shader_type][i];
res = (struct vrend_resource *)cb->buffer;
glBindBufferRange(GL_UNIFORM_BUFFER, *ubo_id, res->id,
glBindBufferRange(GL_UNIFORM_BUFFER, next_ubo_id, res->id,
cb->buffer_offset, cb->buffer_size);
dirty &= ~(1 << i);
}
(*ubo_id)++;
next_ubo_id++;
}
ctx->sub->const_bufs_dirty[shader_type] = dirty;
return next_ubo_id;
}
static void vrend_draw_bind_const_shader(struct vrend_context *ctx,
@ -4018,11 +4024,12 @@ static void vrend_draw_bind_images_shader(struct vrend_context *ctx, int shader_
static void vrend_draw_bind_objects(struct vrend_context *ctx, bool new_program)
{
int ubo_id = 0, sampler_id = 0;
int next_ubo_id = 0, next_sampler_id = 0;
for (int shader_type = PIPE_SHADER_VERTEX; shader_type <= ctx->sub->last_shader_idx; shader_type++) {
vrend_draw_bind_ubo_shader(ctx, shader_type, &ubo_id);
next_ubo_id = vrend_draw_bind_ubo_shader(ctx, shader_type, next_ubo_id);
vrend_draw_bind_const_shader(ctx, shader_type, new_program);
vrend_draw_bind_samplers_shader(ctx, shader_type, &sampler_id);
next_sampler_id = vrend_draw_bind_samplers_shader(ctx, shader_type,
next_sampler_id);
vrend_draw_bind_images_shader(ctx, shader_type);
vrend_draw_bind_ssbo_shader(ctx, shader_type);
}
@ -4030,9 +4037,9 @@ static void vrend_draw_bind_objects(struct vrend_context *ctx, bool new_program)
vrend_draw_bind_abo_shader(ctx);
if (vrend_state.use_core_profile && ctx->sub->prog->fs_stipple_loc != -1) {
glActiveTexture(GL_TEXTURE0 + sampler_id);
glActiveTexture(GL_TEXTURE0 + next_sampler_id);
glBindTexture(GL_TEXTURE_2D, ctx->pstipple_tex_id);
glUniform1i(ctx->sub->prog->fs_stipple_loc, sampler_id);
glUniform1i(ctx->sub->prog->fs_stipple_loc, next_sampler_id);
}
}
@ -4447,10 +4454,9 @@ void vrend_launch_grid(struct vrend_context *ctx,
}
vrend_use_program(ctx, ctx->sub->prog->id);
int sampler_id = 0, ubo_id = 0;
vrend_draw_bind_ubo_shader(ctx, PIPE_SHADER_COMPUTE, &ubo_id);
vrend_draw_bind_ubo_shader(ctx, PIPE_SHADER_COMPUTE, 0);
vrend_draw_bind_const_shader(ctx, PIPE_SHADER_COMPUTE, new_program);
vrend_draw_bind_samplers_shader(ctx, PIPE_SHADER_COMPUTE, &sampler_id);
vrend_draw_bind_samplers_shader(ctx, PIPE_SHADER_COMPUTE, 0);
vrend_draw_bind_images_shader(ctx, PIPE_SHADER_COMPUTE);
vrend_draw_bind_ssbo_shader(ctx, PIPE_SHADER_COMPUTE);
vrend_draw_bind_abo_shader(ctx);

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