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authorKenneth Graunke <[email protected]>2019-02-05 19:08:04 -0800
committerKenneth Graunke <[email protected]>2019-02-11 21:34:22 -0800
commitd34e434989ec8e8ca780421f6909cfd796573520 (patch)
treebabec75f8c9b2b3245107cf4395357483630ae64 /src/compiler
parentf45dd6d31b2ff46a082931386ccd0bf043cfad59 (diff)
glsl: Allow gl_nir_lower_samplers*() without a gl_shader_program
I would like to be able to run gl_nir_lower_samplers() to turn texture and sampler variable dereferences into indexes and offsets, even for ARB programs, and built-in shaders. This would make sampler handling more consistent across the various types of shaders. For GLSL programs, the gl_nir_lower_samplers_as_deref() pass looks up the variable bindings in the shader program's uniform storage. But ARB programs and built-in shaders don't have a gl_shader_program, and uniform storage doesn't exist. In this case, we simply skip that lookup, and trust var->data.binding to be set correctly by whoever created the shader. Reviewed-by: Eric Anholt <[email protected]>
Diffstat (limited to 'src/compiler')
-rw-r--r--src/compiler/glsl/gl_nir_lower_samplers_as_deref.c14
1 files changed, 11 insertions, 3 deletions
diff --git a/src/compiler/glsl/gl_nir_lower_samplers_as_deref.c b/src/compiler/glsl/gl_nir_lower_samplers_as_deref.c
index 719968a6671..cd7e8e39fc9 100644
--- a/src/compiler/glsl/gl_nir_lower_samplers_as_deref.c
+++ b/src/compiler/glsl/gl_nir_lower_samplers_as_deref.c
@@ -147,10 +147,18 @@ lower_deref(nir_builder *b, struct lower_samplers_as_deref_state *state,
remove_struct_derefs_prep(path.path, &name, &location, &type);
- assert(location < state->shader_program->data->NumUniformStorage &&
- state->shader_program->data->UniformStorage[location].opaque[stage].active);
+ if (state->shader_program) {
+ /* For GLSL programs, look up the bindings in the uniform storage. */
+ assert(location < state->shader_program->data->NumUniformStorage &&
+ state->shader_program->data->UniformStorage[location].opaque[stage].active);
- binding = state->shader_program->data->UniformStorage[location].opaque[stage].index;
+ binding = state->shader_program->data->UniformStorage[location].opaque[stage].index;
+ } else {
+ /* For ARB programs or built-in shaders, assume that whoever created
+ * the shader set the bindings correctly already.
+ */
+ binding = var->data.binding;
+ }
if (var->type == type) {
/* Fast path: We did not encounter any struct derefs. */