diff options
author | Eric Anholt <[email protected]> | 2019-04-08 16:32:01 -0700 |
---|---|---|
committer | Eric Anholt <[email protected]> | 2019-04-10 11:44:20 -0700 |
commit | 771adffec1b6e504367b83c121efd0fb657bb262 (patch) | |
tree | 0e95d2b60b3492afcaf32aa332667749a194db27 /src/gallium/drivers/v3d | |
parent | 3053d5a4f2fd6f81a6fb8d398afeaca91c7692e8 (diff) |
st: Lower uniforms in st in the !PIPE_CAP_PACKED_UNIFORMS case as well.
PIPE_CAP_PACKED_UNIFORMS conflates several things: Lowering uniforms i/o
at the st level instead of the backend, packing uniforms with no padding
at all, and lowering to UBOs.
Requiring backends to lower uniforms i/o for !PIPE_CAP_PACKED_UNIFORMS
leads to the driver needing to either link against the type size function
in mesa/st, or duplicating it in the backend. Given that all backends
want this lower-io as far as I can tell, just move it to mesa/st to
resolve the link issue and avoid the driver author needing to understand
st's uniforms layout.
Incidentally, fixes uniform layout failures in nouveau in:
dEQP-GLES2.functional.shaders.struct.uniform.sampler_nested_fragment
dEQP-GLES2.functional.shaders.struct.uniform.sampler_nested_vertex
dEQP-GLES2.functional.shaders.struct.uniform.sampler_array_fragment
dEQP-GLES2.functional.shaders.struct.uniform.sampler_array_vertex
and I think in Lima as well.
v2: fix indents
Reviewed-by: Kenneth Graunke <[email protected]>
Diffstat (limited to 'src/gallium/drivers/v3d')
-rw-r--r-- | src/gallium/drivers/v3d/v3d_program.c | 11 |
1 files changed, 0 insertions, 11 deletions
diff --git a/src/gallium/drivers/v3d/v3d_program.c b/src/gallium/drivers/v3d/v3d_program.c index b8da87c7797..e3515335502 100644 --- a/src/gallium/drivers/v3d/v3d_program.c +++ b/src/gallium/drivers/v3d/v3d_program.c @@ -36,7 +36,6 @@ #include "compiler/v3d_compiler.h" #include "v3d_context.h" #include "broadcom/cle/v3d_packet_v33_pack.h" -#include "mesa/state_tracker/st_glsl_types.h" static struct v3d_compiled_shader * v3d_get_compiled_shader(struct v3d_context *v3d, struct v3d_key *key); @@ -175,12 +174,6 @@ type_size(const struct glsl_type *type) return glsl_count_attribute_slots(type, false); } -static int -uniforms_type_size(const struct glsl_type *type) -{ - return st_glsl_storage_type_size(type, false); -} - /** * Precompiles a shader variant at shader state creation time if * V3D_DEBUG=precompile is set. Used for shader-db @@ -262,10 +255,6 @@ v3d_shader_state_create(struct pipe_context *pctx, * creation. */ s = cso->ir.nir; - - NIR_PASS_V(s, nir_lower_io, nir_var_uniform, - uniforms_type_size, - (nir_lower_io_options)0); } else { assert(cso->type == PIPE_SHADER_IR_TGSI); |