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glsl: don't write uniform storage offset if there isn't one
authorTimothy Arceri <tarceri@itsqueeze.com>
Fri, 11 Aug 2017 04:22:07 +0000 (14:22 +1000)
committerTimothy Arceri <tarceri@itsqueeze.com>
Thu, 24 Aug 2017 01:18:48 +0000 (11:18 +1000)
This is so we always create reproducible cache entries. Consistency
is required for verification of any third party distributed shaders.

Reviewed-by: Samuel Pitoiset <samuel.pitoiset@gmail.com>
src/compiler/glsl/shader_cache.cpp

index 2fbab86..26be9e1 100644 (file)
@@ -618,8 +618,6 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
       encode_type_to_blob(metadata, prog->data->UniformStorage[i].type);
       blob_write_uint32(metadata, prog->data->UniformStorage[i].array_elements);
       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);
@@ -638,6 +636,12 @@ write_uniforms(struct blob *metadata, struct gl_shader_program *prog)
                         prog->data->UniformStorage[i].top_level_array_size);
       blob_write_uint32(metadata,
                         prog->data->UniformStorage[i].top_level_array_stride);
+
+     if (has_uniform_storage(prog, i)) {
+         blob_write_uint32(metadata, prog->data->UniformStorage[i].storage -
+                                     prog->data->UniformDataSlots);
+      }
+
       blob_write_bytes(metadata, prog->data->UniformStorage[i].opaque,
                        sizeof(prog->data->UniformStorage[i].opaque));
    }
@@ -683,7 +687,6 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
       uniforms[i].type = decode_type_from_blob(metadata);
       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);
@@ -701,6 +704,10 @@ read_uniforms(struct blob_reader *metadata, struct gl_shader_program *prog)
       uniforms[i].top_level_array_stride = blob_read_uint32(metadata);
       prog->UniformHash->put(i, uniforms[i].name);
 
+      if (has_uniform_storage(prog, i)) {
+         uniforms[i].storage = data + blob_read_uint32(metadata);
+      }
+
       memcpy(uniforms[i].opaque,
              blob_read_bytes(metadata, sizeof(uniforms[i].opaque)),
              sizeof(uniforms[i].opaque));