nir: Look into uniform structs for samplers when counting num_textures.

mesa/st decides whether to update samplers after a program change based on
whether num_textures is nonzero.  By not counting samplers in a uniform
struct, we would segfault in
KHR-GLES3.shaders.struct.uniform.sampler_vertex if it was run in the same
context after a non-vertex-shader-uniform testcase (as is the case during
a full conformance run).

v2: Implement using two separate pure functions instead of updating
    pointers.

Reviewed-by: Jason Ekstrand <jason@jlekstrand.net>
This commit is contained in:
Eric Anholt 2018-03-30 16:04:34 -07:00
parent f69473a712
commit 833c404600
1 changed files with 44 additions and 12 deletions

View File

@ -352,24 +352,56 @@ gather_info_block(nir_block *block, nir_shader *shader)
}
}
static unsigned
glsl_type_get_sampler_count(const struct glsl_type *type)
{
if (glsl_type_is_array(type)) {
return (glsl_get_aoa_size(type) *
glsl_type_get_sampler_count(glsl_without_array(type)));
}
if (glsl_type_is_struct(type)) {
unsigned count = 0;
for (int i = 0; i < glsl_get_length(type); i++)
count += glsl_type_get_sampler_count(glsl_get_struct_field(type, i));
return count;
}
if (glsl_type_is_sampler(type))
return 1;
return 0;
}
static unsigned
glsl_type_get_image_count(const struct glsl_type *type)
{
if (glsl_type_is_array(type)) {
return (glsl_get_aoa_size(type) *
glsl_type_get_image_count(glsl_without_array(type)));
}
if (glsl_type_is_struct(type)) {
unsigned count = 0;
for (int i = 0; i < glsl_get_length(type); i++)
count += glsl_type_get_image_count(glsl_get_struct_field(type, i));
return count;
}
if (glsl_type_is_image(type))
return 1;
return 0;
}
void
nir_shader_gather_info(nir_shader *shader, nir_function_impl *entrypoint)
{
shader->info.num_textures = 0;
shader->info.num_images = 0;
nir_foreach_variable(var, &shader->uniforms) {
const struct glsl_type *type = var->type;
unsigned count = 1;
if (glsl_type_is_array(type)) {
count = glsl_get_aoa_size(type);
type = glsl_without_array(type);
}
if (glsl_type_is_image(type)) {
shader->info.num_images += count;
} else if (glsl_type_is_sampler(type)) {
shader->info.num_textures += count;
}
shader->info.num_textures += glsl_type_get_sampler_count(var->type);
shader->info.num_images += glsl_type_get_image_count(var->type);
}
shader->info.inputs_read = 0;