v3d/compiler: handle GL/Vulkan differences in uniform handling

This also adds a v3d_execution_environment, so compiler could know if
it is generating code for OpenGL or Vulkan needs.

Reviewed-by: Iago Toral <itoral@igalia.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/6766>
This commit is contained in:
Alejandro Piñeiro
2020-09-11 23:42:19 +02:00
committed by Marge Bot
parent 4e2817fd33
commit c8212731e7
4 changed files with 22 additions and 4 deletions

View File

@@ -241,10 +241,13 @@ ntq_emit_tmu_general(struct v3d_compile *c, nir_intrinsic_instr *instr,
v3d_unit_data_create(0, const_offset));
const_offset = 0;
} else if (instr->intrinsic == nir_intrinsic_load_ubo) {
uint32_t index = nir_src_as_uint(instr->src[0]) + 1;
/* Note that QUNIFORM_UBO_ADDR takes a UBO index shifted up by
* 1 (0 is gallium's constant buffer 0).
*/
uint32_t index = nir_src_as_uint(instr->src[0]);
/* On OpenGL QUNIFORM_UBO_ADDR takes a UBO index
* shifted up by 1 (0 is gallium's constant buffer 0).
*/
if (c->key->environment == V3D_ENVIRONMENT_OPENGL)
index++;
base_offset =
vir_uniform(c, QUNIFORM_UBO_ADDR,
v3d_unit_data_create(index, const_offset));