[Mesa-dev] [PATCH 20/26] nir/linker: fill up uniform_storage with explicit data
Alejandro PiƱeiro
apinheiro at igalia.com
Sat Sep 15 16:18:43 UTC 2018
Specifically, offset, array_stride, matrix_stride and row_major.
On GLSL, most of that info is computed, but on ARB_gl_spirv they are
explicit, and for Mesa, included on the glsl_type.
>From ARB_gl_spirv spec:
"Mapping of layouts
std140/std430 -> explicit *Offset*, *ArrayStride*, and *MatrixStride*
Decoration on struct members""
"7.6.2.spv SPIR-V Uniform Offsets and Strides
The SPIR-V decorations *GLSLShared* or *GLSLPacked* must not be used. A
variable in the *Uniform* Storage Class decorated as a *Block* must be
explicitly laid out using the *Offset*, *ArrayStride*, and *MatrixStride*
decorations"
For offset, matrix_stride and row_major we needed to include the
parent and index_in_parent while processing the type, as
matrix_stride/row_major are maintained as fields of the parent type,
not on the type itself.
---
src/compiler/glsl/gl_nir_link_uniforms.c | 31 ++++++++++++++++++++++++++-----
1 file changed, 26 insertions(+), 5 deletions(-)
diff --git a/src/compiler/glsl/gl_nir_link_uniforms.c b/src/compiler/glsl/gl_nir_link_uniforms.c
index c692cd0171f..5a5431433e9 100644
--- a/src/compiler/glsl/gl_nir_link_uniforms.c
+++ b/src/compiler/glsl/gl_nir_link_uniforms.c
@@ -282,6 +282,8 @@ nir_link_uniform(struct gl_context *ctx,
struct gl_program *stage_program,
gl_shader_stage stage,
const struct glsl_type *type,
+ const struct glsl_type *parent_type,
+ unsigned index_in_parent,
int location,
struct nir_link_uniforms_state *state)
{
@@ -309,7 +311,7 @@ nir_link_uniform(struct gl_context *ctx,
field_type = glsl_get_array_element(type);
int entries = nir_link_uniform(ctx, prog, stage_program, stage,
- field_type, location,
+ field_type, type, i, location,
state);
if (entries == -1)
return -1;
@@ -352,9 +354,11 @@ nir_link_uniform(struct gl_context *ctx,
if (glsl_type_is_array(type)) {
uniform->type = type_no_array;
uniform->array_elements = glsl_get_length(type);
+ uniform->array_stride = glsl_get_explicit_array_stride(type);
} else {
uniform->type = type;
uniform->array_elements = 0;
+ uniform->array_stride = 0;
}
uniform->active_shader_mask |= 1 << stage;
@@ -371,15 +375,31 @@ nir_link_uniform(struct gl_context *ctx,
uniform->is_shader_storage = nir_variable_is_in_ssbo(state->current_var);
+ if (nir_variable_is_in_block(state->current_var) &&
+ glsl_type_is_matrix(type)) {
+ assert(parent_type);
+
+ uniform->matrix_stride =
+ glsl_get_struct_field_explicit_matrix_stride(parent_type, index_in_parent);
+
+ uniform->row_major =
+ glsl_get_struct_field_matrix_layout(parent_type, index_in_parent) ==
+ GLSL_MATRIX_LAYOUT_ROW_MAJOR;
+ } else {
+ uniform->matrix_stride = 0;
+ uniform->row_major = false;
+ }
+
+ if (parent_type)
+ uniform->offset = glsl_get_struct_field_offset(parent_type, index_in_parent);
+ else
+ uniform->offset = 0;
+
/* @FIXME: the initialization of the following will be done as we
* implement support for their specific features, like SSBO, atomics,
* etc.
*/
uniform->block_index = -1;
- uniform->offset = -1;
- uniform->matrix_stride = -1;
- uniform->array_stride = -1;
- uniform->row_major = false;
uniform->builtin = false;
uniform->atomic_buffer_index = -1;
uniform->top_level_array_size = 0;
@@ -525,6 +545,7 @@ gl_nir_link_uniforms(struct gl_context *ctx,
state.current_type = type_tree;
int res = nir_link_uniform(ctx, prog, sh->Program, shader_type, type,
+ NULL, 0,
location, &state);
free_type_tree(type_tree);
--
2.14.1
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