Mesa (staging/19.0): glsl: Allow gl_nir_lower_samplers*() without a gl_shader_program
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Mon Apr 29 16:03:22 UTC 2019
Module: Mesa
Branch: staging/19.0
Commit: 9919ba09296c5cd6f097ebd69994487d1cb49cf5
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=9919ba09296c5cd6f097ebd69994487d1cb49cf5
Author: Kenneth Graunke <kenneth at whitecape.org>
Date: Tue Feb 5 19:08:04 2019 -0800
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 <eric at anholt.net>
(cherry picked from commit d34e434989ec8e8ca780421f6909cfd796573520)
---
src/compiler/glsl/gl_nir_lower_samplers_as_deref.c | 14 +++++++++++---
1 file 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 a33486b702f..5d0430c0add 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. */
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