glsl/nir: Lower buffers using Binding instead of Names

When using ARB_gl_spirv, the block names are optional and the uniform
blocks are referred using Bindings instead.  Teach
gl_nir_lower_buffers to handle those.

Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
This commit is contained in:
Caio Marcelo de Oliveira Filho 2019-03-21 21:47:02 -07:00 committed by Arcady Goldmints-Orlov
parent 2af2235a32
commit 5ad283550b
1 changed files with 28 additions and 5 deletions

View File

@ -39,6 +39,7 @@ get_block_array_index(nir_builder *b, nir_deref_instr *deref,
* blocks later on as well as an optional dynamic index which gets added
* to the block index later.
*/
int binding = 0;
const char *block_name = "";
nir_ssa_def *nonconst_index = NULL;
while (deref->deref_type == nir_deref_type_array) {
@ -53,6 +54,8 @@ get_block_array_index(nir_builder *b, nir_deref_instr *deref,
/* We're walking the deref from the tail so prepend the array index */
block_name = ralloc_asprintf(b->shader, "[%u]%s", arr_index,
block_name);
binding += arr_index * array_elements;
} else {
nir_ssa_def *arr_index = nir_ssa_for_src(b, deref->arr.index, 1);
arr_index = nir_umin(b, arr_index, nir_imm_int(b, arr_size - 1));
@ -71,6 +74,7 @@ get_block_array_index(nir_builder *b, nir_deref_instr *deref,
}
assert(deref->deref_type == nir_deref_type_var);
binding += deref->var->data.binding;
block_name = ralloc_asprintf(b->shader, "%s%s",
glsl_get_type_name(deref->var->interface_type),
block_name);
@ -89,8 +93,12 @@ get_block_array_index(nir_builder *b, nir_deref_instr *deref,
blocks = linked_shader->Program->sh.ShaderStorageBlocks;
}
/* Block names are optional with ARB_gl_spirv so use the binding instead. */
bool use_bindings = shader_program->data->spirv;
for (unsigned i = 0; i < num_blocks; i++) {
if (strcmp(block_name, blocks[i]->Name) == 0) {
if (( use_bindings && binding == blocks[i]->Binding) ||
(!use_bindings && strcmp(block_name, blocks[i]->Name) == 0)) {
if (nonconst_index)
return nir_iadd_imm(b, nonconst_index, i);
else
@ -98,7 +106,15 @@ get_block_array_index(nir_builder *b, nir_deref_instr *deref,
}
}
unreachable("Failed to find the block by name");
/* TODO: Investigate if we could change the code to assign Bindings to the
* blocks that were not explicitly assigned, so we can always compare
* bindings.
*/
if (use_bindings)
unreachable("Failed to find the block by binding");
else
unreachable("Failed to find the block by name");
}
static void
@ -122,16 +138,23 @@ get_block_index_offset(nir_variable *var,
blocks = linked_shader->Program->sh.ShaderStorageBlocks;
}
const char *block_name = glsl_get_type_name(var->interface_type);
/* Block names are optional with ARB_gl_spirv so use the binding instead. */
bool use_bindings = shader_program->data->spirv;
for (unsigned i = 0; i < num_blocks; i++) {
if (strcmp(block_name, blocks[i]->Name) == 0) {
const char *block_name = glsl_get_type_name(var->interface_type);
if (( use_bindings && blocks[i]->Binding == var->data.binding) ||
(!use_bindings && strcmp(block_name, blocks[i]->Name) == 0)) {
*index = i;
*offset = blocks[i]->Uniforms[var->data.location].Offset;
return;
}
}
unreachable("Failed to find the block by name");
if (use_bindings)
unreachable("Failed to find the block by binding");
else
unreachable("Failed to find the block by name");
}
static bool