glsl: tidy up uniform storage value count code in NIR linker

This makes the code cleaner and better reflects what the existing
glsl IR  linker does possibly fixing subtle bugs.

Reviewed-by: Alejandro Piñeiro <apinheiro@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/4623>
This commit is contained in:
Timothy Arceri
2020-02-26 13:17:02 +11:00
committed by Marge Bot
parent 3e2dbb6e70
commit 723edf859f

View File

@@ -1058,8 +1058,6 @@ nir_link_uniform(struct gl_context *ctx,
state->shader_shadow_samplers |= shadow << i;
}
}
state->num_values += values;
} else if (glsl_type_is_image(type_no_array)) {
/* @FIXME: image_index should match that of the same image
* uniform in other shaders. This means we need to match image
@@ -1092,10 +1090,8 @@ nir_link_uniform(struct gl_context *ctx,
stage_program->sh.ImageAccess[i] = access;
}
if (!uniform->is_shader_storage) {
if (!uniform->is_shader_storage)
state->num_shader_uniform_components += values;
state->num_values += values;
}
} else {
if (glsl_get_base_type(type_no_array) == GLSL_TYPE_SUBROUTINE) {
uniform->opaque[stage].index = state->next_subroutine;
@@ -1109,10 +1105,8 @@ nir_link_uniform(struct gl_context *ctx,
state->next_subroutine += MAX2(1, uniform->array_elements);
}
if (!state->var_is_in_block && !is_gl_identifier(uniform->name)) {
if (!state->var_is_in_block)
state->num_shader_uniform_components += values;
state->num_values += values;
}
}
if (uniform->remap_location != UNMAPPED_UNIFORM_LOC &&
@@ -1128,6 +1122,10 @@ nir_link_uniform(struct gl_context *ctx,
(prog->data->NumUniformStorage - 1));
}
if (!is_gl_identifier(uniform->name) && !uniform->is_shader_storage &&
!state->var_is_in_block)
state->num_values += values;
return MAX2(uniform->array_elements, 1);
}
}