Mesa (master): nir/linker: take into account hidden uniforms
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Mon Aug 13 14:30:36 UTC 2018
Module: Mesa
Branch: master
Commit: fe2de39fb2ef4caca2afd483c375bd0aa31fbb6d
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=fe2de39fb2ef4caca2afd483c375bd0aa31fbb6d
Author: Alejandro Piñeiro <apinheiro at igalia.com>
Date: Wed Aug 8 13:41:58 2018 +0200
nir/linker: take into account hidden uniforms
So they are not exposed through the introspection API.
It is worth to note that the number of hidden uniforms of GLSL linking
vs SPIR-V linking would be somewhat different due the differen order
of the nir lowerings/optimizations.
For example: gl_FbWposYTransform. This is introduced as part of
nir_lower_wpos_ytransform. On GLSL that is executed after the IR-based
linking. So that means that on GLSL the UniformStorage will not
include this uniform. With the SPIR-V linking, that uniform is already
present, but marked as hidden. So it will be included on the
UniformStorage, but as hidden.
One alternative would create a special how_declared for that case, but
seemed an overkill. Using hidden should be ok as far as it is used
properly.
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
---
src/compiler/glsl/gl_nir_link_uniforms.c | 5 ++++-
src/compiler/glsl/gl_nir_linker.c | 4 ++++
2 files changed, 8 insertions(+), 1 deletion(-)
diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c
index f729fa988e..1573e30c41 100644
--- a/src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/src/compiler/glsl/gl_nir_link_uniforms.c
@@ -365,6 +365,10 @@ nir_link_uniform(struct gl_context *ctx,
uniform->remap_location = UNMAPPED_UNIFORM_LOC;
}
+ uniform->hidden = state->current_var->data.how_declared == nir_var_hidden;
+ if (uniform->hidden)
+ state->num_hidden_uniforms++;
+
/* @FIXME: the initialization of the following will be done as we
* implement support for their specific features, like SSBO, atomics,
* etc.
@@ -374,7 +378,6 @@ nir_link_uniform(struct gl_context *ctx,
uniform->matrix_stride = -1;
uniform->array_stride = -1;
uniform->row_major = false;
- uniform->hidden = false;
uniform->builtin = false;
uniform->is_shader_storage = false;
uniform->atomic_buffer_index = -1;
diff --git a/src/compiler/glsl/gl_nir_linker.c b/src/compiler/glsl/gl_nir_linker.c
index d09a2c0a6c..547549bc4e 100644
--- a/src/compiler/glsl/gl_nir_linker.c
+++ b/src/compiler/glsl/gl_nir_linker.c
@@ -56,6 +56,10 @@ nir_build_program_resource_list(struct gl_context *ctx,
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
+ /* Do not add uniforms internally used by Mesa. */
+ if (uniform->hidden)
+ continue;
+
if (!link_util_add_program_resource(prog, resource_set, GL_UNIFORM, uniform,
uniform->active_shader_mask)) {
return;
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