diff options
author | Alejandro Piñeiro <[email protected]> | 2018-04-13 15:47:49 +0200 |
---|---|---|
committer | Alejandro Piñeiro <[email protected]> | 2018-07-03 12:37:32 +0200 |
commit | a9e6298727e4e2acbc09cf7efdbd8b5b4b192973 (patch) | |
tree | 171557cacb0be35b4dd801999754d05528bbb1a9 /src/compiler | |
parent | b0712df6cfbc40ce770077a12e7e2beccd692019 (diff) |
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 <[email protected]>
Signed-off-by: Alejandro Piñeiro <[email protected]>
Signed-off-by: Neil Roberts <[email protected]>
v2: squash with another patch, minor variable name tweak (Timothy
Arceri)
Reviewed-by: Timothy Arceri <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r-- | src/compiler/glsl/gl_nir_link_uniforms.c | 64 |
1 files changed, 62 insertions, 2 deletions
diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c index c6961fbb6ca..f729fa988e2 100644 --- a/src/compiler/glsl/gl_nir_link_uniforms.c +++ b/src/compiler/glsl/gl_nir_link_uniforms.c @@ -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, |