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authorErik Faye-Lund <[email protected]>2020-04-28 13:28:16 +0200
committerMarge Bot <[email protected]>2020-05-05 09:17:51 +0000
commit8471f7a5fa1d5c00de9f314eaccd23dd0e62e71b (patch)
treed3a03bc56454dc7fc3ceec38e9eb35f05f3730ac
parent8059f206da88a7a2147c66b3057d60d775cbbfce (diff)
compiler/glsl: explicitly store NumUniformBlocks
It's not great to use shader_info for this information, because it might have gone through lowering of uniforms to UBOs, which can change the number of UBOs. So let's make sure we know the size of the UniformBlocks array from when the shader was linked instead. 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/glsl/gl_nir_link_uniform_blocks.c5
-rw-r--r--src/compiler/glsl/linker.cpp1
-rw-r--r--src/compiler/glsl/serialize.cpp10
-rw-r--r--src/mesa/main/mtypes.h1
4 files changed, 11 insertions, 6 deletions
diff --git a/src/compiler/glsl/gl_nir_link_uniform_blocks.c b/src/compiler/glsl/gl_nir_link_uniform_blocks.c
index 53f03fe2a80..07f1614a40c 100644
--- a/src/compiler/glsl/gl_nir_link_uniform_blocks.c
+++ b/src/compiler/glsl/gl_nir_link_uniform_blocks.c
@@ -302,8 +302,10 @@ nir_interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
if (block_type == BLOCK_SSBO)
prog->data->ShaderStorageBlocks = blks;
- else
+ else {
+ prog->data->NumUniformBlocks = *num_blks;
prog->data->UniformBlocks = blks;
+ }
return true;
}
@@ -610,6 +612,7 @@ gl_nir_link_uniform_blocks(struct gl_context *ctx,
linked->Program->sh.UniformBlocks =
ralloc_array(linked, struct gl_uniform_block *, num_ubo_blocks);
ralloc_steal(linked, ubo_blocks);
+ linked->Program->sh.NumUniformBlocks = num_ubo_blocks;
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
}
diff --git a/src/compiler/glsl/linker.cpp b/src/compiler/glsl/linker.cpp
index b3175090c71..a49c5e6ccc2 100644
--- a/src/compiler/glsl/linker.cpp
+++ b/src/compiler/glsl/linker.cpp
@@ -2568,6 +2568,7 @@ link_intrastage_shaders(void *mem_ctx,
for (unsigned i = 0; i < num_ubo_blocks; i++) {
linked->Program->sh.UniformBlocks[i] = &ubo_blocks[i];
}
+ linked->Program->sh.NumUniformBlocks = num_ubo_blocks;
linked->Program->info.num_ubos = num_ubo_blocks;
/* Copy ssbo blocks to linked shader list */
diff --git a/src/compiler/glsl/serialize.cpp b/src/compiler/glsl/serialize.cpp
index d4aacc1cb95..2f68d1b9785 100644
--- a/src/compiler/glsl/serialize.cpp
+++ b/src/compiler/glsl/serialize.cpp
@@ -139,10 +139,10 @@ write_buffer_blocks(struct blob *metadata, struct gl_shader_program *prog)
struct gl_program *glprog = sh->Program;
- blob_write_uint32(metadata, glprog->info.num_ubos);
+ blob_write_uint32(metadata, glprog->sh.NumUniformBlocks);
blob_write_uint32(metadata, glprog->info.num_ssbos);
- for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
+ for (unsigned j = 0; j < glprog->sh.NumUniformBlocks; j++) {
uint32_t offset =
glprog->sh.UniformBlocks[j] - prog->data->UniformBlocks;
blob_write_uint32(metadata, offset);
@@ -215,15 +215,15 @@ read_buffer_blocks(struct blob_reader *metadata,
struct gl_program *glprog = sh->Program;
- glprog->info.num_ubos = blob_read_uint32(metadata);
+ glprog->sh.NumUniformBlocks = blob_read_uint32(metadata);
glprog->info.num_ssbos = blob_read_uint32(metadata);
glprog->sh.UniformBlocks =
- rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ubos);
+ rzalloc_array(glprog, gl_uniform_block *, glprog->sh.NumUniformBlocks);
glprog->sh.ShaderStorageBlocks =
rzalloc_array(glprog, gl_uniform_block *, glprog->info.num_ssbos);
- for (unsigned j = 0; j < glprog->info.num_ubos; j++) {
+ for (unsigned j = 0; j < glprog->sh.NumUniformBlocks; j++) {
uint32_t offset = blob_read_uint32(metadata);
glprog->sh.UniformBlocks[j] = prog->data->UniformBlocks + offset;
}
diff --git a/src/mesa/main/mtypes.h b/src/mesa/main/mtypes.h
index e334de0672d..a46eb72da9a 100644
--- a/src/mesa/main/mtypes.h
+++ b/src/mesa/main/mtypes.h
@@ -2182,6 +2182,7 @@ struct gl_program
*/
GLenum16 ImageAccess[MAX_IMAGE_UNIFORMS];
+ GLuint NumUniformBlocks;
struct gl_uniform_block **UniformBlocks;
struct gl_uniform_block **ShaderStorageBlocks;