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>
This commit is contained in:
Alejandro Piñeiro 2018-04-13 15:47:49 +02:00
parent b0712df6cf
commit a9e6298727
1 changed files with 62 additions and 2 deletions

View File

@ -36,6 +36,8 @@
* normal uniforms as mandatory, and so on).
*/
#define UNMAPPED_UNIFORM_LOC ~0u
static void
nir_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
@ -58,6 +60,9 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
continue;
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniform->array_elements);
unsigned num_slots = glsl_get_component_slots(uniform->type);
@ -72,6 +77,57 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
data_pos += num_slots;
}
}
/* Reserve locations for rest of the uniforms. */
link_util_update_empty_uniform_locations(prog);
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
if (uniform->is_shader_storage)
continue;
/* Built-in uniforms should not get any location. */
if (uniform->builtin)
continue;
/* Explicit ones have been set already. */
if (uniform->remap_location != UNMAPPED_UNIFORM_LOC)
continue;
/* How many entries for this uniform? */
const unsigned entries = MAX2(1, uniform->array_elements);
unsigned location =
link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
if (location == -1) {
location = prog->NumUniformRemapTable;
/* resize remap table to fit new entries */
prog->UniformRemapTable =
reralloc(prog,
prog->UniformRemapTable,
struct gl_uniform_storage *,
prog->NumUniformRemapTable + entries);
prog->NumUniformRemapTable += entries;
}
/* set the base location in remap table for the uniform */
uniform->remap_location = location;
unsigned num_slots = glsl_get_component_slots(uniform->type);
uniform->storage = &data[data_pos];
/* Set remap table entries point to correct gl_uniform_storage. */
for (unsigned j = 0; j < entries; j++) {
unsigned element_loc = uniform->remap_location + j;
prog->UniformRemapTable[element_loc] = uniform;
data_pos += num_slots;
}
}
}
static struct gl_uniform_storage *
@ -302,8 +358,12 @@ nir_link_uniform(struct gl_context *ctx,
}
uniform->active_shader_mask |= 1 << stage;
/* Uniform has an explicit location */
uniform->remap_location = location;
if (location >= 0) {
/* Uniform has an explicit location */
uniform->remap_location = location;
} else {
uniform->remap_location = UNMAPPED_UNIFORM_LOC;
}
/* @FIXME: the initialization of the following will be done as we
* implement support for their specific features, like SSBO, atomics,