nir/linker: Fill TOP_LEVEL_ARRAY_SIZE and STRIDE
From the ARB_program_interface_query specification: "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying the number of active array elements of the top-level shader storage block member containing to the active variable is written to <params>. If the top-level block member is not declared as an array, the value one is written to <params>. If the top-level block member is an array with no declared size, the value zero is written to <params>." "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer identifying the stride between array elements of the top-level shader storage block member containing the active variable is written to <params>. For top-level block members declared as arrays, the value written is the difference, in basic machine units, between the offsets of the active variable for consecutive elements in the top-level array. For top-level block members not declared as an array, zero is written to <params>." v2: move top_level_array_size and stride into nir_link_uniforms_state Reviewed-by: Caio Marcelo de Oliveira Filho <caio.oliveira@intel.com>
This commit is contained in:

committed by
Alejandro Piñeiro

parent
ae2ea5ec1f
commit
bfc5e46746
@@ -246,9 +246,12 @@ struct nir_link_uniforms_state {
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unsigned shader_samplers_used;
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unsigned shader_shadow_samplers;
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/* per-variable */
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nir_variable *current_var;
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int offset;
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bool var_is_in_block;
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int top_level_array_size;
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int top_level_array_stride;
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struct type_tree_entry *current_type;
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};
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@@ -353,6 +356,21 @@ nir_link_uniform(struct gl_context *ctx,
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{
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struct gl_uniform_storage *uniform = NULL;
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if (parent_type == state->current_var->type &&
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nir_variable_is_in_ssbo(state->current_var)) {
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/* Type is the top level SSBO member */
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if (glsl_type_is_array(type) &&
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(glsl_type_is_array(glsl_get_array_element(type)) ||
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glsl_type_is_struct_or_ifc(glsl_get_array_element(type)))) {
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/* Type is a top-level array (array of aggregate types) */
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state->top_level_array_size = glsl_get_length(type);
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state->top_level_array_stride = glsl_get_explicit_stride(type);
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} else {
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state->top_level_array_size = 1;
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state->top_level_array_stride = 0;
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}
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}
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/* gl_uniform_storage can cope with one level of array, so if the type is a
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* composite type or an array where each element occupies more than one
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* location than we need to recursively process it.
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@@ -432,6 +450,9 @@ nir_link_uniform(struct gl_context *ctx,
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uniform->type = type;
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uniform->array_elements = 0;
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}
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uniform->top_level_array_size = state->top_level_array_size;
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uniform->top_level_array_stride = state->top_level_array_stride;
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uniform->active_shader_mask |= 1 << stage;
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if (location >= 0) {
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@@ -518,8 +539,6 @@ nir_link_uniform(struct gl_context *ctx,
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*/
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uniform->builtin = false;
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uniform->atomic_buffer_index = -1;
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uniform->top_level_array_size = 0;
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uniform->top_level_array_stride = 0;
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uniform->is_bindless = false;
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/* The following are not for features not supported by ARB_gl_spirv */
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@@ -634,6 +653,8 @@ gl_nir_link_uniforms(struct gl_context *ctx,
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state.current_var = var;
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state.offset = 0;
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state.var_is_in_block = nir_variable_is_in_block(var);
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state.top_level_array_size = 0;
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state.top_level_array_stride = 0;
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/*
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* From ARB_program_interface spec, issue (16):
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@@ -680,7 +701,8 @@ gl_nir_link_uniforms(struct gl_context *ctx,
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int res = nir_link_uniform(ctx, prog, sh->Program, shader_type, type,
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NULL, 0,
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location, &state);
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location,
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&state);
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free_type_tree(type_tree);
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