diff options
author | Timothy Arceri <[email protected]> | 2020-02-26 13:17:02 +1100 |
---|---|---|
committer | Marge Bot <[email protected]> | 2020-04-18 11:50:44 +0000 |
commit | 723edf859ff2cf7dd0d4c2cb01a7d941af055265 (patch) | |
tree | 49f9166de4ec202e65f66639be7ed114ab38591a /src/compiler/glsl | |
parent | 3e2dbb6e7059f3ebe5a6e9f4633e923e29bcc705 (diff) |
glsl: tidy up uniform storage value count code in NIR linker
This makes the code cleaner and better reflects what the existing
glsl IR linker does possibly fixing subtle bugs.
Reviewed-by: Alejandro PiƱeiro <[email protected]>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4623>
Diffstat (limited to 'src/compiler/glsl')
-rw-r--r-- | src/compiler/glsl/gl_nir_link_uniforms.c | 14 |
1 files changed, 6 insertions, 8 deletions
diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c index 2a545a9023c..c859c2d0b55 100644 --- a/src/compiler/glsl/gl_nir_link_uniforms.c +++ b/src/compiler/glsl/gl_nir_link_uniforms.c @@ -1058,8 +1058,6 @@ nir_link_uniform(struct gl_context *ctx, state->shader_shadow_samplers |= shadow << i; } } - - state->num_values += values; } else if (glsl_type_is_image(type_no_array)) { /* @FIXME: image_index should match that of the same image * uniform in other shaders. This means we need to match image @@ -1092,10 +1090,8 @@ nir_link_uniform(struct gl_context *ctx, stage_program->sh.ImageAccess[i] = access; } - if (!uniform->is_shader_storage) { + if (!uniform->is_shader_storage) state->num_shader_uniform_components += values; - state->num_values += values; - } } else { if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) { uniform->opaque[stage].index = state->next_subroutine; @@ -1109,10 +1105,8 @@ nir_link_uniform(struct gl_context *ctx, state->next_subroutine += MAX2(1, uniform->array_elements); } - if (!state->var_is_in_block && !is_gl_identifier(uniform->name)) { + if (!state->var_is_in_block) state->num_shader_uniform_components += values; - state->num_values += values; - } } if (uniform->remap_location != UNMAPPED_UNIFORM_LOC && @@ -1128,6 +1122,10 @@ nir_link_uniform(struct gl_context *ctx, (prog->data->NumUniformStorage - 1)); } + if (!is_gl_identifier(uniform->name) && !uniform->is_shader_storage && + !state->var_is_in_block) + state->num_values += values; + return MAX2(uniform->array_elements, 1); } } |