glsl: remove some duplicate code from the nir uniform linker

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4721>
This commit is contained in:
Timothy Arceri
2020-04-23 16:18:59 +10:00
committed by Marge Bot
parent ffbec55072
commit 58b8fbb824

View File

@@ -584,6 +584,136 @@ get_next_index(struct nir_link_uniforms_state *state,
return index;
}
/* Update the uniforms info for the current shader stage */
static void
update_uniforms_shader_info(struct gl_shader_program *prog,
struct nir_link_uniforms_state *state,
struct gl_uniform_storage *uniform,
const struct glsl_type *type,
unsigned stage)
{
unsigned values = glsl_get_component_slots(type);
const struct glsl_type *type_no_array = glsl_without_array(type);
if (glsl_type_is_sampler(type_no_array)) {
bool init_idx;
unsigned *next_index = state->current_var->data.bindless ?
&state->next_bindless_sampler_index :
&state->next_sampler_index;
int sampler_index = get_next_index(state, uniform, next_index, &init_idx);
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
if (state->current_var->data.bindless) {
if (init_idx) {
sh->Program->sh.BindlessSamplers =
rerzalloc(sh->Program, sh->Program->sh.BindlessSamplers,
struct gl_bindless_sampler,
sh->Program->sh.NumBindlessSamplers,
state->next_bindless_sampler_index);
for (unsigned j = sh->Program->sh.NumBindlessSamplers;
j < state->next_bindless_sampler_index; j++) {
sh->Program->sh.BindlessSamplers[j].target =
glsl_get_sampler_target(type_no_array);
}
sh->Program->sh.NumBindlessSamplers =
state->next_bindless_sampler_index;
}
if (!state->var_is_in_block)
state->num_shader_uniform_components += values;
} else {
/* Samplers (bound or bindless) are counted as two components
* as specified by ARB_bindless_texture.
*/
state->num_shader_samplers += values / 2;
if (init_idx) {
const unsigned shadow = glsl_sampler_type_is_shadow(type_no_array);
for (unsigned i = sampler_index;
i < MIN2(state->next_sampler_index, MAX_SAMPLERS); i++) {
sh->Program->sh.SamplerTargets[i] =
glsl_get_sampler_target(type_no_array);
state->shader_samplers_used |= 1U << i;
state->shader_shadow_samplers |= shadow << i;
}
}
}
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = sampler_index;
} else if (glsl_type_is_image(type_no_array)) {
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
/* Set image access qualifiers */
enum gl_access_qualifier image_access =
state->current_var->data.access;
const GLenum access =
(image_access & ACCESS_NON_WRITEABLE) ?
((image_access & ACCESS_NON_READABLE) ? GL_NONE :
GL_READ_ONLY) :
((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY :
GL_READ_WRITE);
int image_index;
if (state->current_var->data.bindless) {
image_index = state->next_bindless_image_index;
state->next_bindless_image_index += MAX2(1, uniform->array_elements);
sh->Program->sh.BindlessImages =
rerzalloc(sh->Program, sh->Program->sh.BindlessImages,
struct gl_bindless_image,
sh->Program->sh.NumBindlessImages,
state->next_bindless_image_index);
for (unsigned j = sh->Program->sh.NumBindlessImages;
j < state->next_bindless_image_index; j++) {
sh->Program->sh.BindlessImages[j].access = access;
}
sh->Program->sh.NumBindlessImages = state->next_bindless_image_index;
} else {
image_index = state->next_image_index;
state->next_image_index += MAX2(1, uniform->array_elements);
/* Images (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture.
*/
state->num_shader_images += values / 2;
for (unsigned i = image_index;
i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS); i++) {
sh->Program->sh.ImageAccess[i] = access;
}
}
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = image_index;
if (!uniform->is_shader_storage)
state->num_shader_uniform_components += values;
} else {
if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) {
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
uniform->opaque[stage].index = state->next_subroutine;
uniform->opaque[stage].active = true;
sh->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)
state->num_shader_uniform_components += values;
}
}
static bool
find_and_update_named_uniform_storage(struct gl_context *ctx,
struct gl_shader_program *prog,
@@ -662,133 +792,9 @@ find_and_update_named_uniform_storage(struct gl_context *ctx,
var->data.location = uniform - prog->data->UniformStorage;
}
unsigned values = glsl_get_component_slots(type);
update_uniforms_shader_info(prog, state, uniform, type, stage);
const struct glsl_type *type_no_array = glsl_without_array(type);
if (glsl_type_is_sampler(type_no_array)) {
bool init_idx;
unsigned *next_index = state->current_var->data.bindless ?
&state->next_bindless_sampler_index :
&state->next_sampler_index;
int sampler_index =
get_next_index(state, uniform, next_index, &init_idx);
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
if (state->current_var->data.bindless) {
if (init_idx) {
sh->Program->sh.BindlessSamplers =
rerzalloc(sh->Program, sh->Program->sh.BindlessSamplers,
struct gl_bindless_sampler,
sh->Program->sh.NumBindlessSamplers,
state->next_bindless_sampler_index);
for (unsigned j = sh->Program->sh.NumBindlessSamplers;
j < state->next_bindless_sampler_index; j++) {
sh->Program->sh.BindlessSamplers[j].target =
glsl_get_sampler_target(type_no_array);
}
sh->Program->sh.NumBindlessSamplers =
state->next_bindless_sampler_index;
}
if (!state->var_is_in_block)
state->num_shader_uniform_components += values;
} else {
/* Samplers (bound or bindless) are counted as two components
* as specified by ARB_bindless_texture.
*/
state->num_shader_samplers += values / 2;
if (init_idx) {
const unsigned shadow =
glsl_sampler_type_is_shadow(type_no_array);
for (unsigned i = sampler_index;
i < MIN2(state->next_sampler_index, MAX_SAMPLERS);
i++) {
sh->Program->sh.SamplerTargets[i] =
glsl_get_sampler_target(type_no_array);
state->shader_samplers_used |= 1U << i;
state->shader_shadow_samplers |= shadow << i;
}
}
}
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = sampler_index;
} else if (glsl_type_is_image(type_no_array)) {
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
/* Set image access qualifiers */
enum gl_access_qualifier image_access =
state->current_var->data.access;
const GLenum access =
(image_access & ACCESS_NON_WRITEABLE) ?
((image_access & ACCESS_NON_READABLE) ? GL_NONE :
GL_READ_ONLY) :
((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY :
GL_READ_WRITE);
int image_index;
if (state->current_var->data.bindless) {
image_index = state->next_bindless_image_index;
state->next_bindless_image_index +=
MAX2(1, uniform->array_elements);
sh->Program->sh.BindlessImages =
rerzalloc(sh->Program, sh->Program->sh.BindlessImages,
struct gl_bindless_image,
sh->Program->sh.NumBindlessImages,
state->next_bindless_image_index);
for (unsigned j = sh->Program->sh.NumBindlessImages;
j < state->next_bindless_image_index; j++) {
sh->Program->sh.BindlessImages[j].access = access;
}
sh->Program->sh.NumBindlessImages =
state->next_bindless_image_index;
} else {
image_index = state->next_image_index;
state->next_image_index += MAX2(1, uniform->array_elements);
/* Images (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture.
*/
state->num_shader_images += values / 2;
for (unsigned i = image_index;
i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
i++) {
sh->Program->sh.ImageAccess[i] = access;
}
}
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = image_index;
if (!uniform->is_shader_storage)
state->num_shader_uniform_components += values;
} else {
if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) {
struct gl_linked_shader *sh = prog->_LinkedShaders[stage];
uniform->opaque[stage].index = state->next_subroutine;
uniform->opaque[stage].active = true;
sh->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)
state->num_shader_uniform_components += values;
}
struct hash_entry *entry =
_mesa_hash_table_search(state->referenced_uniforms,
state->current_var);
@@ -1310,125 +1316,7 @@ nir_link_uniform(struct gl_context *ctx,
unsigned entries = MAX2(1, uniform->array_elements);
unsigned values = glsl_get_component_slots(type);
if (glsl_type_is_sampler(type_no_array)) {
bool init_idx;
unsigned *next_index = state->current_var->data.bindless ?
&state->next_bindless_sampler_index : &state->next_sampler_index;
int sampler_index =
get_next_index(state, uniform, next_index, &init_idx);
if (state->current_var->data.bindless) {
if (init_idx) {
stage_program->sh.BindlessSamplers =
rerzalloc(stage_program, stage_program->sh.BindlessSamplers,
struct gl_bindless_sampler,
stage_program->sh.NumBindlessSamplers,
state->next_bindless_sampler_index);
for (unsigned j = stage_program->sh.NumBindlessSamplers;
j < state->next_bindless_sampler_index; j++) {
stage_program->sh.BindlessSamplers[j].target =
glsl_get_sampler_target(type_no_array);
}
stage_program->sh.NumBindlessSamplers =
state->next_bindless_sampler_index;
}
if (!state->var_is_in_block)
state->num_shader_uniform_components += values;
} else {
/* Samplers (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture.
*/
state->num_shader_samplers += values / 2;
if (init_idx) {
const unsigned shadow =
glsl_sampler_type_is_shadow(type_no_array);
for (unsigned i = sampler_index;
i < MIN2(state->next_sampler_index, MAX_SAMPLERS);
i++) {
stage_program->sh.SamplerTargets[i] =
glsl_get_sampler_target(type_no_array);
state->shader_samplers_used |= 1U << i;
state->shader_shadow_samplers |= shadow << i;
}
}
}
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = sampler_index;
} else if (glsl_type_is_image(type_no_array)) {
/* Set image access qualifiers */
enum gl_access_qualifier image_access =
state->current_var->data.access;
const GLenum access =
(image_access & ACCESS_NON_WRITEABLE) ?
((image_access & ACCESS_NON_READABLE) ? GL_NONE :
GL_READ_ONLY) :
((image_access & ACCESS_NON_READABLE) ? GL_WRITE_ONLY :
GL_READ_WRITE);
int image_index;
if (state->current_var->data.bindless) {
image_index = state->next_bindless_image_index;
state->next_bindless_image_index += entries;
stage_program->sh.BindlessImages =
rerzalloc(stage_program, stage_program->sh.BindlessImages,
struct gl_bindless_image,
stage_program->sh.NumBindlessImages,
state->next_bindless_image_index);
for (unsigned j = stage_program->sh.NumBindlessImages;
j < state->next_bindless_image_index; j++) {
stage_program->sh.BindlessImages[j].access = access;
}
stage_program->sh.NumBindlessImages =
state->next_bindless_image_index;
} else {
image_index = state->next_image_index;
state->next_image_index += entries;
/* Images (bound or bindless) are counted as two components as
* specified by ARB_bindless_texture.
*/
state->num_shader_images += values / 2;
for (unsigned i = image_index;
i < MIN2(state->next_image_index, MAX_IMAGE_UNIFORMS);
i++) {
stage_program->sh.ImageAccess[i] = access;
}
}
uniform->opaque[stage].active = true;
uniform->opaque[stage].index = image_index;
if (!uniform->is_shader_storage)
state->num_shader_uniform_components += 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)
state->num_shader_uniform_components += values;
}
update_uniforms_shader_info(prog, state, uniform, type, stage);
if (uniform->remap_location != UNMAPPED_UNIFORM_LOC &&
state->max_uniform_location < uniform->remap_location + entries)