glsl: add subroutine support to nir linker
Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com> Tested-by: Marge Bot <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4050> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4050>
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@@ -70,6 +70,10 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
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if (uniform->is_shader_storage ||
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glsl_get_base_type(uniform->type) == GLSL_TYPE_SUBROUTINE)
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continue;
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if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
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continue;
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@@ -94,7 +98,8 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
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if (uniform->is_shader_storage)
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if (uniform->is_shader_storage ||
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glsl_get_base_type(uniform->type) == GLSL_TYPE_SUBROUTINE)
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continue;
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/* Built-in uniforms should not get any location. */
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@@ -144,6 +149,86 @@ nir_setup_uniform_remap_tables(struct gl_context *ctx,
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data_pos += num_slots;
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}
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}
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/* Reserve all the explicit locations of the active subroutine uniforms. */
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
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if (glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE)
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continue;
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if (prog->data->UniformStorage[i].remap_location == UNMAPPED_UNIFORM_LOC)
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continue;
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/* How many new entries for this uniform? */
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const unsigned entries =
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MAX2(1, prog->data->UniformStorage[i].array_elements);
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uniform->storage = &data[data_pos];
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unsigned num_slots = glsl_get_component_slots(uniform->type);
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unsigned mask = prog->data->linked_stages;
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while (mask) {
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const int j = u_bit_scan(&mask);
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struct gl_program *p = prog->_LinkedShaders[j]->Program;
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if (!prog->data->UniformStorage[i].opaque[j].active)
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continue;
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/* Set remap table entries point to correct gl_uniform_storage. */
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for (unsigned k = 0; k < entries; k++) {
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unsigned element_loc =
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prog->data->UniformStorage[i].remap_location + k;
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p->sh.SubroutineUniformRemapTable[element_loc] =
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&prog->data->UniformStorage[i];
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data_pos += num_slots;
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}
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}
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}
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/* reserve subroutine locations */
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for (unsigned i = 0; i < prog->data->NumUniformStorage; i++) {
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struct gl_uniform_storage *uniform = &prog->data->UniformStorage[i];
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if (glsl_get_base_type(uniform->type) != GLSL_TYPE_SUBROUTINE)
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continue;
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if (prog->data->UniformStorage[i].remap_location !=
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UNMAPPED_UNIFORM_LOC)
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continue;
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const unsigned entries =
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MAX2(1, prog->data->UniformStorage[i].array_elements);
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uniform->storage = &data[data_pos];
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unsigned num_slots = glsl_get_component_slots(uniform->type);
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unsigned mask = prog->data->linked_stages;
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while (mask) {
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const int j = u_bit_scan(&mask);
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struct gl_program *p = prog->_LinkedShaders[j]->Program;
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if (!prog->data->UniformStorage[i].opaque[j].active)
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continue;
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p->sh.SubroutineUniformRemapTable =
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reralloc(p,
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p->sh.SubroutineUniformRemapTable,
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struct gl_uniform_storage *,
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p->sh.NumSubroutineUniformRemapTable + entries);
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for (unsigned k = 0; k < entries; k++) {
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p->sh.SubroutineUniformRemapTable[p->sh.NumSubroutineUniformRemapTable + k] =
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&prog->data->UniformStorage[i];
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data_pos += num_slots;
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}
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prog->data->UniformStorage[i].remap_location =
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p->sh.NumSubroutineUniformRemapTable;
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p->sh.NumSubroutineUniformRemapTable += entries;
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}
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}
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}
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static void
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@@ -179,6 +264,7 @@ struct nir_link_uniforms_state {
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unsigned num_hidden_uniforms;
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unsigned num_values;
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unsigned max_uniform_location;
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unsigned next_subroutine;
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/* per-shader stage */
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unsigned next_image_index;
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@@ -941,6 +1027,18 @@ nir_link_uniform(struct gl_context *ctx,
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state->num_values += values;
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}
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} else {
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if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) {
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uniform->opaque[stage].index = state->next_subroutine;
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uniform->opaque[stage].active = true;
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prog->_LinkedShaders[stage]->Program->sh.NumSubroutineUniforms++;
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/* Increment the subroutine index by 1 for non-arrays and by the
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* number of array elements for arrays.
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*/
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state->next_subroutine += MAX2(1, uniform->array_elements);
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}
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if (!state->var_is_in_block && !is_gl_identifier(uniform->name)) {
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state->num_shader_uniform_components += values;
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state->num_values += values;
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