[Mesa-dev] [PATCH 01/18] nir/linker: handle uniforms without explicit location
Timothy Arceri
tarceri at itsqueeze.com
Sat Jun 30 06:05:36 UTC 2018
On 30/06/18 00:28, Alejandro Piñeiro wrote:
> 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), 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>
> ---
>
> The @FIXME included on the patch below is solved with the follow-up
> path "nir/linker: use empty block info to assign uniform locations",
> so perhaps it makes sense to just squash both patches. I don't have a
> strong opinion on that, but I think that it would be easier to review
> as splitted patches.
>
>
> src/compiler/glsl/gl_nir_link_uniforms.c | 61 ++++++++++++++++++++++++++++++--
> 1 file changed, 59 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..388c1ab63fc 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)
> @@ -58,8 +60,59 @@ 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);
> +
> + 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;
> + }
> + }
> +
> + /* Reserve locations for rest of the uniforms. */
> + 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 new entries for this uniform? */
> const unsigned entries = MAX2(1, uniform->array_elements);
> +
> + /* @FIXME: By now, we add un-assigned uniform locations to the end of
> + * the uniform file. We need to keep track of empty locations and use
> + * them.
> + */
Maybe reword this to:
/* @FIXME: For now, we add un-assigned uniform locations to the end of
* the uniform file. We should fix this to keep track of empty
* locations and use those first.
*/
> + unsigned chosen_location = prog->NumUniformRemapTable;
Can we please just rename chosen_location
With those two nits this patch is:
Reviewed-by: Timothy Arceri <tarceri at itsqueeze.com>
> +
> + /* 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 = chosen_location;
> +
> unsigned num_slots = glsl_get_component_slots(uniform->type);
>
> uniform->storage = &data[data_pos];
> @@ -302,8 +355,12 @@ 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,
>
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