Slightly less heavy-handed compute memory barrier implementation.

Also validate whether there are any unbound writable resources when dispatching compute shader work.
This commit is contained in:
Alex Szpakowski
2021-08-11 18:41:38 -03:00
parent 1cf8f1192c
commit 4caeb27047
8 changed files with 134 additions and 15 deletions
+24 -9
View File
@@ -120,6 +120,7 @@ void Shader::mapActiveUniforms()
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(gltype);
u.access = ACCESS_READ;
u.textureType = getUniformTextureType(gltype);
u.texelBufferType = getUniformTexelBufferType(gltype);
u.isDepthSampler = isDepthTextureType(gltype);
@@ -325,6 +326,7 @@ void Shader::mapActiveUniforms()
{
UniformInfo u = {};
u.baseType = UNIFORM_STORAGEBUFFER;
u.access = ACCESS_READ;
GLsizei namelength = 0;
glGetProgramResourceName(program, GL_SHADER_STORAGE_BLOCK, sindex, 2048, &namelength, namebuffer);
@@ -337,6 +339,7 @@ void Shader::mapActiveUniforms()
{
u.bufferStride = reflectionit->second.stride;
u.bufferMemberCount = reflectionit->second.memberCount;
u.access = reflectionit->second.access;
}
// Make sure previously set uniform data is preserved, and shader-
@@ -369,10 +372,17 @@ void Shader::mapActiveUniforms()
if (binding.bindingindex >= 0)
{
int activeindex = (int)activeStorageBufferBindings.size();
storageBufferBindingIndexToActiveBinding[binding.bindingindex] = activeindex;
activeStorageBufferBindings.push_back(binding);
auto p = std::make_pair(activeindex, -1);
if (u.access & ACCESS_WRITE)
{
p.second = (int)activeWritableStorageBuffers.size();
activeWritableStorageBuffers.push_back(u.buffers[0]);
}
storageBufferBindingIndexToActiveBinding[binding.bindingindex] = p;
}
uniforms[u.name] = u;
@@ -433,8 +443,9 @@ bool Shader::loadVolatile()
textureUnits.clear();
textureUnits.push_back(TextureUnit());
storageBufferBindingIndexToActiveBinding.resize(gl.getMaxShaderStorageBufferBindings(), -1);
storageBufferBindingIndexToActiveBinding.resize(gl.getMaxShaderStorageBufferBindings(), std::make_pair(-1, -1));
activeStorageBufferBindings.clear();
activeWritableStorageBuffers.clear();
for (const auto &stage : stages)
{
@@ -888,7 +899,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
if (texelbinding)
{
GLuint gltex = 0;
if (buffers[i] != nullptr)
if (buffer != nullptr)
gltex = (GLuint) buffer->getTexelBufferHandle();
else
gltex = gl.getDefaultTexelBuffer();
@@ -906,7 +917,7 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
int bindingindex = info->ints[i];
GLuint glbuffer = 0;
if (buffers[i] != nullptr)
if (buffer != nullptr)
glbuffer = (GLuint) buffer->getHandle();
else
glbuffer = gl.getDefaultStorageBuffer();
@@ -914,9 +925,13 @@ void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffe
if (shaderactive)
gl.bindIndexedBuffer(glbuffer, BUFFERUSAGE_SHADER_STORAGE, bindingindex);
int activeindex = storageBufferBindingIndexToActiveBinding[bindingindex];
if (activeindex >= 0)
activeStorageBufferBindings[activeindex].buffer = glbuffer;
auto activeindex = storageBufferBindingIndexToActiveBinding[bindingindex];
if (activeindex.first >= 0)
activeStorageBufferBindings[activeindex.first].buffer = glbuffer;
if (activeindex.second >= 0)
activeWritableStorageBuffers[activeindex.second] = buffer;
}
}
}