st/mesa/glsl/i965: set num_ubos directly in shader_info
This also removes the duplicate field in gl_linked_shader, and gets num_ubos from shader_info instead. Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com>
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@@ -150,7 +150,6 @@ glsl_to_nir(const struct gl_shader_program *shader_prog,
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if (shader_prog->Label)
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shader->info->label = ralloc_strdup(shader, shader_prog->Label);
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shader->info->num_textures = util_last_bit(sh->Program->SamplersUsed);
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shader->info->num_ubos = sh->NumUniformBlocks;
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shader->info->num_ssbos = sh->NumShaderStorageBlocks;
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shader->info->clip_distance_array_size = sh->Program->ClipDistanceArraySize;
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shader->info->cull_distance_array_size = sh->Program->CullDistanceArraySize;
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@@ -901,7 +901,7 @@ link_update_uniform_buffer_variables(struct gl_linked_shader *shader,
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var->data.mode == ir_var_shader_storage);
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unsigned num_blocks = var->data.mode == ir_var_uniform ?
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shader->NumUniformBlocks : shader->NumShaderStorageBlocks;
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shader->Program->info.num_ubos : shader->NumShaderStorageBlocks;
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struct gl_uniform_block **blks = var->data.mode == ir_var_uniform ?
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shader->UniformBlocks : shader->ShaderStorageBlocks;
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@@ -1330,7 +1330,7 @@ link_assign_uniform_locations(struct gl_shader_program *prog,
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sh->num_uniform_components = uniform_size.num_shader_uniform_components;
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sh->num_combined_uniform_components = sh->num_uniform_components;
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for (unsigned i = 0; i < sh->NumUniformBlocks; i++) {
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for (unsigned i = 0; i < sh->Program->info.num_ubos; i++) {
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sh->num_combined_uniform_components +=
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sh->UniformBlocks[i]->UniformBufferSize / 4;
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}
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@@ -1140,7 +1140,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
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prog->_LinkedShaders[i]->NumShaderStorageBlocks;
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} else {
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max_num_buffer_blocks +=
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prog->_LinkedShaders[i]->NumUniformBlocks;
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prog->_LinkedShaders[i]->Program->info.num_ubos;
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}
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}
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}
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@@ -1161,7 +1161,7 @@ interstage_cross_validate_uniform_blocks(struct gl_shader_program *prog,
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sh_num_blocks = prog->_LinkedShaders[i]->NumShaderStorageBlocks;
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sh_blks = sh->ShaderStorageBlocks;
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} else {
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sh_num_blocks = prog->_LinkedShaders[i]->NumUniformBlocks;
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sh_num_blocks = prog->_LinkedShaders[i]->Program->info.num_ubos;
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sh_blks = sh->UniformBlocks;
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}
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@@ -2278,7 +2278,7 @@ link_intrastage_shaders(void *mem_ctx,
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for (unsigned i = 0; i < num_ubo_blocks; i++) {
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linked->UniformBlocks[i] = &ubo_blocks[i];
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}
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linked->NumUniformBlocks = num_ubo_blocks;
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linked->Program->info.num_ubos = num_ubo_blocks;
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/* Copy ssbo blocks to linked shader list */
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linked->ShaderStorageBlocks =
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@@ -3100,14 +3100,14 @@ check_resources(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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total_shader_storage_blocks += sh->NumShaderStorageBlocks;
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total_uniform_blocks += sh->NumUniformBlocks;
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total_uniform_blocks += sh->Program->info.num_ubos;
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const unsigned max_uniform_blocks =
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ctx->Const.Program[i].MaxUniformBlocks;
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if (max_uniform_blocks < sh->NumUniformBlocks) {
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if (max_uniform_blocks < sh->Program->info.num_ubos) {
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linker_error(prog, "Too many %s uniform blocks (%d/%d)\n",
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_mesa_shader_stage_to_string(i), sh->NumUniformBlocks,
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max_uniform_blocks);
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_mesa_shader_stage_to_string(i),
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sh->Program->info.num_ubos, max_uniform_blocks);
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}
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const unsigned max_shader_storage_blocks =
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@@ -292,7 +292,7 @@ lower_ubo_reference_visitor::setup_for_load_or_store(void *mem_ctx,
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num_blocks = shader->NumShaderStorageBlocks;
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blocks = shader->ShaderStorageBlocks;
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} else {
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num_blocks = shader->NumUniformBlocks;
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num_blocks = shader->Program->info.num_ubos;
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blocks = shader->UniformBlocks;
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}
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this->uniform_block = NULL;
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