From 22154823d21f17a5fdff7b1fe3c92b61f5389d88 Mon Sep 17 00:00:00 2001 From: Timothy Arceri Date: Fri, 11 Aug 2017 14:22:07 +1000 Subject: [PATCH] glsl: don't write uniform storage offset if there isn't one This is so we always create reproducible cache entries. Consistency is required for verification of any third party distributed shaders. Reviewed-by: Samuel Pitoiset --- src/compiler/glsl/shader_cache.cpp | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) diff --git a/src/compiler/glsl/shader_cache.cpp b/src/compiler/glsl/shader_cache.cpp index 2fbab86d30c..26be9e1f883 100644 --- a/src/compiler/glsl/shader_cache.cpp +++ b/src/compiler/glsl/shader_cache.cpp @@ -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)); -- 2.11.0