nir: Use a list instead of a hash_table for inputs, outputs, and uniforms
We never did a single hash table lookup in the entire NIR code base that I found so there was no real benifit to doing it that way. I suppose that for linking, we'll probably want to be able to lookup by name but we can leave building that hash table to the linker. In the mean time this was causing problems with GLSL IR -> NIR because GLSL IR doesn't guarantee us unique names of uniforms, etc. This was causing massive rendering isues in the unreal4 Sun Temple demo. Reviewed-by: Connor Abbott <cwabbott0@gmail.com>
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@@ -77,14 +77,11 @@ type_size(const struct glsl_type *type)
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}
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static void
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assign_var_locations(struct hash_table *ht, unsigned *size)
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assign_var_locations(struct exec_list *var_list, unsigned *size)
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{
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unsigned location = 0;
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struct hash_entry *entry;
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hash_table_foreach(ht, entry) {
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nir_variable *var = (nir_variable *) entry->data;
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foreach_list_typed(nir_variable, var, node, var_list) {
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/*
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* UBO's have their own address spaces, so don't count them towards the
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* number of global uniforms
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@@ -102,9 +99,9 @@ assign_var_locations(struct hash_table *ht, unsigned *size)
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static void
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assign_var_locations_shader(nir_shader *shader)
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{
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assign_var_locations(shader->inputs, &shader->num_inputs);
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assign_var_locations(shader->outputs, &shader->num_outputs);
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assign_var_locations(shader->uniforms, &shader->num_uniforms);
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assign_var_locations(&shader->inputs, &shader->num_inputs);
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assign_var_locations(&shader->outputs, &shader->num_outputs);
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assign_var_locations(&shader->uniforms, &shader->num_uniforms);
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}
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static bool
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