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authorLouis-Francis Ratté-Boulianne <[email protected]>2020-02-14 02:14:07 -0500
committerMarge Bot <[email protected]>2020-05-05 09:17:51 +0000
commit4777ee1a62f0620efa2a105215eb589fc44dfa0f (patch)
treeffbff00639a493a9453557a9e38cf6375b79b483
parent354474b9e5a9e9fdbba1b113f36d7d119d4187c0 (diff)
nir: Always create UBO variable when lowering uniforms to ubo
Zink needs to know the sizes of UBOs, and for normal UBOs we get this from the nir_var_mem_ubo variables. This allows us to treat all of these the same way. We're about to need the same information for the in-progress D3D12 driver, so let's do this in a central location instead of in the driver. This version is also a bit more careful than the Zink version. In particular, for two reasons: 1. We increase the variable bindings when we adjust the pre-existing UBOs. 2. We increase shader->info.num_ubos when we insert a new UBO variable. Reviewed-by: Alyssa Rosenzweig <[email protected]> Reviewed-by: Eric Anholt <[email protected]> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4734>
-rw-r--r--src/compiler/nir/nir_lower_uniforms_to_ubo.c29
1 files changed, 27 insertions, 2 deletions
diff --git a/src/compiler/nir/nir_lower_uniforms_to_ubo.c b/src/compiler/nir/nir_lower_uniforms_to_ubo.c
index 565410cf0cc..1046fdc6117 100644
--- a/src/compiler/nir/nir_lower_uniforms_to_ubo.c
+++ b/src/compiler/nir/nir_lower_uniforms_to_ubo.c
@@ -103,8 +103,33 @@ nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
}
}
+ if (progress) {
+ if (!shader->info.first_ubo_is_default_ubo) {
+ nir_foreach_variable(var, &shader->uniforms) {
+ if (var->data.mode == nir_var_mem_ubo)
+ var->data.binding++;
+ }
+ }
+
+ if (shader->num_uniforms > 0) {
+ const struct glsl_type *type = glsl_array_type(glsl_vec4_type(),
+ shader->num_uniforms, 0);
+ nir_variable *ubo = nir_variable_create(shader, nir_var_mem_ubo, type,
+ "uniform_0");
+ ubo->data.binding = 0;
+
+ struct glsl_struct_field field = {
+ .type = type,
+ .name = "data",
+ .location = -1,
+ };
+ ubo->interface_type =
+ glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430,
+ false, "__ubo0_interface");
+ shader->info.num_ubos++;
+ }
+ }
+
shader->info.first_ubo_is_default_ubo = true;
return progress;
}
-
-