nir/linker: handle uniforms without explicit location
ARB_gl_spirv points that uniforms in general need explicit location. But there are still some cases of uniforms without location, like for example uniform atomic counters. Those doesn't have a location from the OpenGL point of view (they are identified with a binding and offset), but Mesa internally assigns it a location. Signed-off-by: Eduardo Lima <elima@igalia.com> Signed-off-by: Alejandro Piñeiro <apinheiro@igalia.com> Signed-off-by: Neil Roberts <nroberts@igalia.com> v2: squash with another patch, minor variable name tweak (Timothy Arceri) Reviewed-by: Timothy Arceri <tarceri@itsqueeze.com>
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@ -36,6 +36,8 @@
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* normal uniforms as mandatory, and so on).
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*/
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#define UNMAPPED_UNIFORM_LOC ~0u
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static void
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nir_setup_uniform_remap_tables(struct gl_context *ctx,
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struct gl_shader_program *prog)
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@ -58,6 +60,9 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
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if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
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continue;
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/* How many new entries for this uniform? */
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const unsigned entries = MAX2(1, uniform->array_elements);
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unsigned num_slots = glsl_get_component_slots(uniform->type);
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@ -72,6 +77,57 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
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data_pos += num_slots;
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}
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}
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/* Reserve locations for rest of the uniforms. */
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link_util_update_empty_uniform_locations(prog);
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
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if (uniform->is_shader_storage)
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continue;
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/* Built-in uniforms should not get any location. */
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if (uniform->builtin)
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continue;
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/* Explicit ones have been set already. */
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if (uniform->remap_location != UNMAPPED_UNIFORM_LOC)
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continue;
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/* How many entries for this uniform? */
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const unsigned entries = MAX2(1, uniform->array_elements);
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unsigned location =
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link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
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if (location == -1) {
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location = prog->NumUniformRemapTable;
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/* resize remap table to fit new entries */
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prog->UniformRemapTable =
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reralloc(prog,
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prog->UniformRemapTable,
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struct gl_uniform_storage *,
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prog->NumUniformRemapTable + entries);
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prog->NumUniformRemapTable += entries;
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}
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/* set the base location in remap table for the uniform */
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uniform->remap_location = location;
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unsigned num_slots = glsl_get_component_slots(uniform->type);
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uniform->storage = &data[data_pos];
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/* Set remap table entries point to correct gl_uniform_storage. */
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for (unsigned j = 0; j < entries; j++) {
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unsigned element_loc = uniform->remap_location + j;
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prog->UniformRemapTable[element_loc] = uniform;
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data_pos += num_slots;
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}
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}
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}
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static struct gl_uniform_storage *
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@ -302,8 +358,12 @@ nir_link_uniform(struct gl_context *ctx,
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}
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uniform->active_shader_mask |= 1 << stage;
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/* Uniform has an explicit location */
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uniform->remap_location = location;
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if (location >= 0) {
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/* Uniform has an explicit location */
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uniform->remap_location = location;
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} else {
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uniform->remap_location = UNMAPPED_UNIFORM_LOC;
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}
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/* @FIXME: the initialization of the following will be done as we
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* implement support for their specific features, like SSBO, atomics,
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