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>
This commit is contained in:
Timothy Arceri
2020-01-30 12:05:14 +11:00
committed by Marge Bot
parent b1bc24f826
commit 1da6b7f8a3

View File

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