[Mesa-dev] [PATCH 02/16] nir/linker: handle uniforms without explicit location
Alejandro Piñeiro
apinheiro at igalia.com
Mon Jul 2 14:58:31 UTC 2018
ARB_gl_spirv points that uniforms in general need explicit
location. But there are still some cases of uniforms without location,
like for example uniform atomic counters. Those doesn't have a
location from the OpenGL point of view (they are identified with a
binding and offset), but Mesa internally assigns it a location.
Signed-off-by: Eduardo Lima <elima at igalia.com>
Signed-off-by: Alejandro Piñeiro <apinheiro at igalia.com>
Signed-off-by: Neil Roberts <nroberts at igalia.com>
v2: squash with another patch, minor variable name tweak (Timothy
Arceri)
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
---
src/compiler/glsl/gl_nir_link_uniforms.c | 64 +++++++++++++++++++++++++++++++-
1 file changed, 62 insertions(+), 2 deletions(-)
diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c
index c6961fbb6ca..f729fa988e2 100644
--- a/src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/src/compiler/glsl/gl_nir_link_uniforms.c
@@ -36,6 +36,8 @@
* normal uniforms as mandatory, and so on).
*/
+#define UNMAPPED_UNIFORM_LOC ~0u
+
static void
nir_setup_uniform_remap_tables(struct gl_context *ctx,
struct gl_shader_program *prog)
@@ -58,6 +60,9 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
+ if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
+ continue;
+
/* How many new entries for this uniform? */
const unsigned entries = MAX2(1, uniform->array_elements);
unsigned num_slots = glsl_get_component_slots(uniform->type);
@@ -72,6 +77,57 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
data_pos += num_slots;
}
}
+
+ /* Reserve locations for rest of the uniforms. */
+ link_util_update_empty_uniform_locations(prog);
+
+ for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
+ struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
+
+ if (uniform->is_shader_storage)
+ continue;
+
+ /* Built-in uniforms should not get any location. */
+ if (uniform->builtin)
+ continue;
+
+ /* Explicit ones have been set already. */
+ if (uniform->remap_location != UNMAPPED_UNIFORM_LOC)
+ continue;
+
+ /* How many entries for this uniform? */
+ const unsigned entries = MAX2(1, uniform->array_elements);
+
+ unsigned location =
+ link_util_find_empty_block(prog, &prog->data->UniformStorage[i]);
+
+ if (location == -1) {
+ location = prog->NumUniformRemapTable;
+
+ /* resize remap table to fit new entries */
+ prog->UniformRemapTable =
+ reralloc(prog,
+ prog->UniformRemapTable,
+ struct gl_uniform_storage *,
+ prog->NumUniformRemapTable + entries);
+ prog->NumUniformRemapTable += entries;
+ }
+
+ /* set the base location in remap table for the uniform */
+ uniform->remap_location = location;
+
+ unsigned num_slots = glsl_get_component_slots(uniform->type);
+
+ uniform->storage = &data[data_pos];
+
+ /* Set remap table entries point to correct gl_uniform_storage. */
+ for (unsigned j = 0; j < entries; j++) {
+ unsigned element_loc = uniform->remap_location + j;
+ prog->UniformRemapTable[element_loc] = uniform;
+
+ data_pos += num_slots;
+ }
+ }
}
static struct gl_uniform_storage *
@@ -302,8 +358,12 @@ nir_link_uniform(struct gl_context *ctx,
}
uniform->active_shader_mask |= 1 << stage;
- /* Uniform has an explicit location */
- uniform->remap_location = location;
+ if (location >= 0) {
+ /* Uniform has an explicit location */
+ uniform->remap_location = location;
+ } else {
+ uniform->remap_location = UNMAPPED_UNIFORM_LOC;
+ }
/* @FIXME: the initialization of the following will be done as we
* implement support for their specific features, like SSBO, atomics,
--
2.14.1
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