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