Mesa (master): nir: Always create UBO variable when lowering uniforms to ubo
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Tue May 5 09:38:46 UTC 2020
Module: Mesa
Branch: master
Commit: 4777ee1a62f0620efa2a105215eb589fc44dfa0f
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=4777ee1a62f0620efa2a105215eb589fc44dfa0f
Author: Louis-Francis Ratté-Boulianne <lfrb at collabora.com>
Date: Fri Feb 14 02:14:07 2020 -0500
nir: Always create UBO variable when lowering uniforms to ubo
Zink needs to know the sizes of UBOs, and for normal UBOs we get this
from the nir_var_mem_ubo variables. This allows us to treat all of these
the same way.
We're about to need the same information for the in-progress D3D12
driver, so let's do this in a central location instead of in the driver.
This version is also a bit more careful than the Zink version. In
particular, for two reasons:
1. We increase the variable bindings when we adjust the pre-existing
UBOs.
2. We increase shader->info.num_ubos when we insert a new UBO variable.
Reviewed-by: Alyssa Rosenzweig <alyssa at collabora.com>
Reviewed-by: Eric Anholt <eric at anholt.net>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4734>
---
src/compiler/nir/nir_lower_uniforms_to_ubo.c | 29 ++++++++++++++++++++++++++--
1 file changed, 27 insertions(+), 2 deletions(-)
diff --git a/src/compiler/nir/nir_lower_uniforms_to_ubo.c b/src/compiler/nir/nir_lower_uniforms_to_ubo.c
index 565410cf0cc..1046fdc6117 100644
--- a/src/compiler/nir/nir_lower_uniforms_to_ubo.c
+++ b/src/compiler/nir/nir_lower_uniforms_to_ubo.c
@@ -103,8 +103,33 @@ nir_lower_uniforms_to_ubo(nir_shader *shader, int multiplier)
}
}
+ if (progress) {
+ if (!shader->info.first_ubo_is_default_ubo) {
+ nir_foreach_variable(var, &shader->uniforms) {
+ if (var->data.mode == nir_var_mem_ubo)
+ var->data.binding++;
+ }
+ }
+
+ if (shader->num_uniforms > 0) {
+ const struct glsl_type *type = glsl_array_type(glsl_vec4_type(),
+ shader->num_uniforms, 0);
+ nir_variable *ubo = nir_variable_create(shader, nir_var_mem_ubo, type,
+ "uniform_0");
+ ubo->data.binding = 0;
+
+ struct glsl_struct_field field = {
+ .type = type,
+ .name = "data",
+ .location = -1,
+ };
+ ubo->interface_type =
+ glsl_interface_type(&field, 1, GLSL_INTERFACE_PACKING_STD430,
+ false, "__ubo0_interface");
+ shader->info.num_ubos++;
+ }
+ }
+
shader->info.first_ubo_is_default_ubo = true;
return progress;
}
-
-
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